10 prompts for motion, physics and beats: living axonometrics, gravity-off, material dominos and scale jumps. Always define REFERENCE ROLES first.
3 prompts
The room explodes into planning layers mid-air, orbits, then slams back on the beat. Upload @Image1 hero render + @Audio1 with three clear beats.
REFERENCE ROLES:
@Image1 defines the room, its exact furniture, materials and lighting.
@Audio1 defines the rhythm — one build-up and three clear impact beats.
SEQUENCE — 12 seconds:
0–3s: The finished room from @Image1, calm and photoreal. On the first beat, everything silently unlocks: the entire room lifts a few centimeters and separates vertically into clean floating layers — rug and flooring at the bottom, furniture level above it, then shelving and art, then lighting fixtures, like a living exploded axonometric diagram. Every object holds its exact plan position in the air.
3–8s: The camera performs one smooth orbit around the floating exploded room. Thin light lines briefly connect each piece to its position, like drawing callouts made of light. Gentle rotation of individual pieces, slow and technical, deeply satisfying.
8–12s: On the final beat, all layers slam back down into place in a fast controlled cascade — floor, furniture, decor, lights igniting on impact. One cushion settles. The final frame matches @Image1 exactly. Hold for one second.
CAMERA: One continuous elegant orbit, then a locked hero frame.
NEGATIVE: no collisions, no warped furniture, no bent architectural lines, no people, no text, no logo.One continuous pull-back: marble veins → kitchen → apartment → building → neighborhood. Upload stone macro + kitchen + building facade.
REFERENCE ROLES:
@Image1 defines the exact stone: its veining, color and texture.
@Image2 defines the kitchen where that stone lives.
@Image3 defines the building exterior.
SEQUENCE — one single continuous pull-back, 12 seconds, no cuts:
0–3s: Extreme macro inside the marble veining from @Image1 — golden mineral rivers in white stone, light glinting across the polished surface like a landscape from a plane.
3–6s: The pull-back reveals the vein is the kitchen island countertop from @Image2; a hand places a coffee cup on it as we pass. The kitchen assembles into full view around the island, warm morning light.
6–9s: Continuing back through the apartment — living room sliding past in perfect layered parallax — and out through the balcony glass, revealing the full facade of the building from @Image3, its windows glowing.
9–12s: The pull-back rises into a gentle aerial: the building among its street, trees, evening city lights coming on. The camera settles. One window — ours — glows warmest of all. Hold.
CAMERA: One continuous accelerating-then-settling backward move. Straight architectural lines stay ruler-straight at every scale.
NEGATIVE: no cuts, no warped transitions, no bent buildings, no fisheye, no text, no logo.The designer stands still on site while a year of renovation races around them. Upload full-body on site + finished space from a similar angle.
REFERENCE ROLES:
@Image1 defines the person — identity, outfit, exact stance. They are the only fixed constant.
@Image2 defines the finished space the site becomes.
SEQUENCE — 15 seconds, one slow orbital camera move around the motionless person:
0–4s: Construction chaos in accelerated time: the person stands perfectly still and sharp at frame center while workers rush around them as elegant motion trails, scaffolding assembles and vanishes, dust clouds bloom and clear. Daylight arcs across the space in seconds — day, night, day.
4–9s: Walls rise plank by plank in stop-motion rhythm, screed pours and dries in a breath, windows glaze themselves, the light arcs keep spinning. The person slowly turns their head, calmly surveying the storm of progress. Seasons flick past the window openings — rain, sun, dusk.
9–13s: The blur decelerates: flooring sweeps in, paint rolls up the walls, furniture assembles, the motion trails of workers thin out and disappear one by one. Warm lighting fades up.
13–15s: Time lands at normal speed. The finished interior from @Image2 stands quiet and complete. The person exhales, finally moves — one step forward — and smiles. Hold.
NEGATIVE: no identity drift or motion blur on the person, no warped walls, no bent lines, no text, no logo.2 prompts
Each clap swaps a life scene: morning, dinner party, movie night. Same room, three lives. Upload living room + designer + 3-accent audio.
REFERENCE ROLES:
@Image1 defines the living room and the person — keep both identical in architecture and identity throughout. Only light, styling details and atmosphere change.
@Audio1 provides three sharp accents — each one is a clap.
SEQUENCE — 12 seconds, locked-off wide camera, the person centered:
0–2s: The person stands relaxed in the finished living room, neutral daylight. They look at the camera, raise their hands — and CLAP.
2–5s (SCENE 1 — MORNING): Instantly: bright soft morning light floods in, curtains open, a breakfast tray and newspaper appear on the coffee table, a throw blanket tossed casually, warm family energy. The person gestures around proudly. CLAP.
5–8s (SCENE 2 — DINNER PARTY): Instant switch: golden evening, pendants dimmed low, candles lit on a styled bar setup, wine glasses catching light, jazz-warm atmosphere, cushions rearranged sharp. CLAP.
8–11s (SCENE 3 — MOVIE NIGHT): Instant switch: deep blue night, hidden cove lighting glowing softly, TV wall alive with color reflecting on the ceiling, popcorn bowl and soft blankets, cozy cinematic dimness.
11–12s: The person shrugs at the camera with a smile: "your room, every hour." Hold the final frame.
NEGATIVE: no architecture or furniture layout changes, no identity drift, no flicker between scenes, no text, no logo.The palette floods a white room as living liquid — one wave per layer on each beat. Upload white room + palette board + 3 deep-beat audio.
REFERENCE ROLES:
@Image1 defines the room's geometry and furniture in a pure white state.
@Image2 defines the exact color and material palette — use only these tones.
@Audio1 defines three deep beats — one per color wave.
SEQUENCE — 12 seconds:
0–2s: The all-white room from @Image1, silent and gallery-like. A single drop of warm clay-toned liquid falls in slow motion onto the center of the floor and lands exactly on the first beat.
2–5s (WAVE 1 — WALLS): From the drop, liquid color surges outward and climbs the walls in slow elegant waves — the palette's wall tone from @Image2 flowing like paint underwater, stopping in razor-sharp lines exactly where the design says it should.
5–8s (WAVE 2 — WOOD & JOINERY): On the second beat, a deeper wave of walnut tone flows across cabinetry and shelving, grain patterns blooming through the liquid as it thins; brass details condense out of golden droplets.
8–11s (WAVE 3 — TEXTILE): On the third beat, a soft matte wave rolls over sofa, curtains and rug, soaking them in the palette's fabric tones; the liquid sheen evaporates upward as fine mist, leaving perfect matte finishes.
11–12s: The room stands complete, dry and exact. Slow push-in to the hero frame. Hold.
NEGATIVE: no color bleeding outside designed zones, no glossy wet leftovers, no warped geometry, no bent lines, no people, no text, no logo.Golden rule: good reference = good result. Always define REFERENCE ROLES at the top, and sync peaks to the audio beats.
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📱 Social
5 prompts
Gravity Off
Furniture floats — the designer walks calmly through. On the drop, everything lands on plan. Upload finished render + full-body + audio with a hard drop.
Material Domino Cascade
A beat-synced chain reaction: tiles → parquet → handles → textile. Upload render with real materials + percussion audio.
Textile Storm
Fabrics spiral in a controlled storm — then wrap into sofa, curtains and bedding on the beats. Upload full-body + fabric render + 3-beat audio.
Through the Phone Screen
Dive from an Instagram post into the real room and exit through another phone. Upload the post screenshot + room render.
Self-Assembling Furniture
A flat box opens — the chair origami-assembles itself into the corner. Upload furniture photo + corner render + optional click audio.