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Surreal / Dreamlike

Explore free Surreal / Dreamlike video prompts from YouMind's AI prompt library, grouped under styles. Every prompt is curated from real creative workflows and ready to copy, adapt, and reuse.

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Seedance 2.5
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STYLE: Photorealistic live-action miniature-person VFX, cinematic macro photography, ultra-shallow depth of field, realistic physics, dynamic handheld camera, dramatic lighting, detailed textures, premium viral commercial aesthetic, 4K. Create a 30-second cinematic adventure featuring one athletic miniature woman at approximately 1/5 scale, wearing a pastel-blue sleeveless top, dark shorts, and tiny white sneakers. Maintain consistent face, hairstyle, outfit, body proportions, and scale throughout. She climbs a giant vacuum cleaner as it suddenly switches on, battling powerful suction and swirling dust. She races between enormous furniture legs, dodges a collapsing bedsheet, slides down a giant pillow, and runs across an avalanche of falling clothes. Using a dangling shirt sleeve as a rope, she swings onto a dresser just as the vacuum rushes beneath her. Finally, she lands triumphantly on a clean patch of floor, only for a giant sock to drop beside her. She looks up in disbelief as the camera pulls back to reveal the enormous bedroom. Use dynamic macro tracking, dramatic low angles, realistic fabric physics, detailed dust particles, natural shadows, strong foreground parallax, believable human movement, seamless transitions, and cinematic lighting. SFX: Vacuum roar, rushing air, tiny footsteps, fabric rustling, clothes tumbling, dramatic whooshes, landing impacts, and playful suspenseful music. NEGATIVE: Cartoon, anime, toy-like CGI, plastic skin, inconsistent character, changing outfit, distorted anatomy, duplicated limbs, inconsistent scale, floating objects, impossible physics, excessive motion blur, narration, subtitles, text, logos, watermark.

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Seedance 2.0
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Create a 12.8-second surreal cinematic art video in 16:9 format, with a deep black background, electric-blue windows, and monochromatic smoke. SHOT 1 (0:00–0:01): A single glowing blue four-pane window contains a human figure floating horizontally above a faint rocky ledge. SHOT 2 (0:01–0:03): The window dissolves into darkness, leaving the same floating human figure in grayscale as thin smoky strands emerge around the body. SHOT 3 (0:03–0:05): Feather-like smoke filaments curl into an elongated elliptical ring around the suspended figure. SHOT 4 (0:05–0:07): Gray-white smoky ribbons sweep horizontally around the body, stretching and flowing through the black environment. SHOT 5 (0:07–0:08): The smoke dissolves as a glowing blue window smoothly reappears behind the floating figure. SHOT 6 (0:08–0:10): The single window expands into multiple irregularly arranged blue windows, each containing a human figure in a different floating pose. SHOT 7 (0:10–0:12.8): Reveal the complete installation of glowing blue windows against a dark textured background, with suspended figures and subtly shimmering light. STYLE & MOTION: Surreal fine-art cinematography, deep blacks, cold blue illumination, grayscale figures, delicate smoke, volumetric lighting, subtle film grain, smooth morphing transitions, steady wide camera, consistent human anatomy and clothing. NEGATIVE PROMPT: No eyes, eyeballs, colorful neon, bright rooms, sudden cuts, fast spins, abrupt zooms, distorted anatomy, extra limbs, unintended duplication, text, logos, or watermarks.

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Seedance 2.0
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Create a 15-second surrealist cinematic combat sequence inside a dimly lit industrial warehouse at night, showcasing an intense confrontation between two skilled adult fighters, combining explosive real-time action with dramatic ultra-slow-motion impact moments. The air is filled with dust, concrete debris litters the floor, overhead lights flicker slightly, and cold light streams through high warehouse windows. [00:00-00:03] Approach: Start with a low-angle handheld tracking shot as Fighter A charges toward Fighter B. Fighter B steps forward and quickly throws a right punch. Fighter A barely dodges sideways, the fist passing centimeters from his face, while the camera rapidly orbits around both fighters. Keep the action fast, realistic, and physically credible. [00:03-00:06] First Slow-Motion: Fighter A immediately counters with a powerful spinning kick. As the leg approaches Fighter B, smoothly transition to extreme slow motion. Track the kick from a close-up side angle, showing clothing stretching due to rotational force, hair floating in the air, and dust particles swirling around them. Fighter B raises an arm to block. The kick hits the defense, compressing the fabric and naturally pushing the defender's body off-center due to impact. Dust bursts from the cuffs, and the camera smoothly circles this frozen moment. [00:06-00:09] Combo: Naturally switch back to real-time speed. Fighter B stumbles a step, regains balance, ducks under another strike, then quickly counters to the midsection. Fighter A blocks, grabs the attacking arm, uses the opponent's momentum to spin and redirect him toward a nearby concrete pillar. The camera follows closely, moving dynamically at shoulder height while maintaining clear spatial awareness and readable choreography. [00:09-00:12] Second Slow-Motion: Fighter B pushes off the ground, reversing momentum, and initiates a sweeping reverse kick. Transition to slow motion during the rotation. The camera drops to floor level, skimming just above the leg as it sweeps through floating dust. Fighter A leaps over the kick, body briefly suspended above the rotating leg, with loose clothing, hair, dust, and small debris responding naturally to the movement. The camera passes beneath the airborne fighter, then speed begins to recover. [00:12-00:15] Final Exchange: As Fighter A lands, explosively return to real-time, immediately turning to deliver a final controlling strike, which Fighter B blocks with both arms. Briefly enter slow motion at the moment of contact, emphasizing physical compression, muscle tension, flying dust, and the transfer of power through both bodies. They separate and slide backward across the dusty floor, maintaining eye contact, as the camera widens out. Use strong velocity gradients between real-time action and ultra-slow-motion impacts rather than keeping the entire fight slow. Choreography must remain continuous, readable, realistic, and physically coherent. Maintain consistent fighters, clothing, injuries, environment, lighting, positions, and movement directions throughout. Realistically depict momentum, balance, foot placement, defensive reactions, cloth physics, hair physics, impact compression, airborne dust, natural motion blur, and cinematic lens parallax. Prohibit teleportation, impossible body rotations, duplicate limbs, extra fingers, disintegrating anatomy, floating characters, zero-gravity movement, excessive destruction, gore, blood, weapons, superhero abilities, unnecessary cuts, subtitles, text, or logos.

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Claude Opus 5.5
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Create a 25.00-second recursive typography film titled "FEAR ITSELF." Franklin D. Roosevelt names fear as the thing that traps you: self-referential, nameless, paralyzing, a retreat that feeds itself. Visualize this literally with an infinite recursive composition (the Droste effect). - For most of the film the camera falls endlessly inward through a typographic Art Deco frame that contains itself. - On "convert retreat into advance," the direction of infinity reverses. The fall inward becomes a climb outward, and the camera breaks out of the recursion into open space for the first time. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 1. DELIVERABLE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ One complete, self-contained HTML file. 1920 × 1080. Exactly 25.00 seconds. Deterministic at 60fps: 1500 export frames. Rendering: Canvas 2D, or WebGL2 if needed for the Droste pass. Use vector type from embedded glyph outlines so every recursion level stays crisp. Embed all fonts and dependencies. Make no network requests. Silent autoplay preview, play/pause, and a scrubber, all outside the captured frame. Return a working implementation. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 2. LOCKED TEXT ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Use exactly these words, in this order: "So, first of all, let me assert my firm belief that the only thing we have to fear is fear itself—nameless, unreasoning, unjustified terror which paralyzes needed efforts to convert retreat into advance." Capitalization may change. No added words. Final attribution (not spoken): FRANKLIN D. ROOSEVELT FIRST INAUGURAL ADDRESS · WASHINGTON · 4 MARCH 1933 The timing is authored. Do not claim synchronization with the 1933 recording. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 3. THE CORE TECHNIQUE: EXPLICIT RECURSION, NOT FEEDBACK ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Define one "panel": an Art Deco composition with an inner window. The inner window holds an exact copy of the panel scaled by k = 0.28, positioned at an authored anchor that is not the panel's center, so the zoom path spirals. Every frame, draw the panel recursively at depth levels 0 to 7, from the deepest level outward, using the composite transform T^n. The infinite zoom: - Camera zoom z(t) = k^(−φ(t)), with the fractional part of φ cycling. - Because the image at level n+1 equals the image at level n scaled by k, the loop is seamless. - The camera transform's fixed point is the recursion's fixed point. Compute it analytically from the anchor and k. Panel content changes over time. Each recursion level shows the panel's content at a time offset of n × Δ (Δ = 0.35 s). The deeper layers are therefore earlier in the sentence, and words visibly "fall away" into the past as the camera passes through them. Do not use any frame-feedback buffer. The recursion is redrawn from vector data every frame, so seeking is exact. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 4. VISUAL IDENTITY: 1933 ART DECO, RADIO AGE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Palette: - Gunmetal # 14171A - Nickel # BFC3C2 - Brass # B48A4A - Cream # EFE7D3 - One accent: signal red # B3352A, used only for FEAR and TERROR The panel frame is a stepped Art Deco proscenium of nested chevrons and sunburst rays, drawn as thin double rules in brass and nickel. It looks machined and metallic, using linear gradients. Typography (embed OFL faces): - Poiret One (thin geometric deco) for connective words - a high-contrast Didone (Bodoni Moda Black) for the stress words - a monoline geometric sans (Josefin Sans Bold, wide tracking) for labels inside the frame Texture: subtle stationary brushed-metal noise attached to panel coordinates, so it scales with each recursion level. Never apply screen-space grain. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 5. STORYBOARD ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 0.00–0.40 Black. 0.40–3.40 "So, first of all, let me assert my firm belief" A single panel faces the viewer, stable, with no zoom yet. It is the calm before the fall. - The words appear in the panel's upper band in Poiret One. - ASSERT and FIRM BELIEF are set in Bodoni, centered and upright. - A brass sunburst behind them gently turns, 4° total. 3.40–6.20 "that the only thing we have to fear" The zoom begins: slowly at first, then steadily. The camera falls toward the inner window. "the only thing we have to" occupies the frame's lintel. FEAR (in red) sits inside the inner window, so the camera is falling toward fear. 6.20–8.60 "is fear itself—" THE RECURSION REVEALS ITSELF. - Inside the window, the panel repeats with FEAR inside it, again and again. - At "itself," the camera's fall reaches cruising speed: one full recursion level every 0.9 s. - Every level's FEAR is the same word, receding: fear made of fear. - The em dash is drawn as a long brass rule that the camera passes through. 8.60–12.40 "nameless, unreasoning, unjustified" Three typographic decays, one per word, applied to the text inside the current outermost level: - NAMELESS: the letters of every visible word lose their identity. Their glyph outlines morph (by interpolating points along normalized contours) into blank Deco nameplates: empty rounded rectangles of the same width. - UNREASONING: the panel's ruled structure bends. Straight rules warp along a smooth sine displacement, and the chevrons lose their symmetry. - UNJUSTIFIED (the typographic pun): the word appears inside a fully justified four-line text block made of the sentence so far. On landing, the block literally un-justifies: the word spacing collapses, the right edge goes ragged, and the lines fall out of alignment. The block must visibly start justified. 12.40–15.60 "terror which paralyzes" TERROR (in red) fills the inner window at the next level. On PARALYZES, the zoom stops dead within 3 frames: the infinite fall freezes. Everything locks: - the sunburst rays stop - the deeper levels stop Hold 30 frames of absolute stillness, the paralysis. Only the word PARALYZES is visible as new, with a hairline brass frame snapping around it. 15.60–18.60 "needed efforts to convert" Effort: the panel's chevron frame acts as gears. The stepped Deco borders rotate in opposing directions, in small detented ticks of 6° each, held for 4 frames, like a mechanism being cranked. - NEEDED EFFORTS sits on the lintel. - CONVERT is set as a word that rotates 180° about its horizontal axis on landing. Draw the flip as a real foreshortening of the outline (scaleY through zero) with a nickel-to-brass shading change at the back face. 18.60–21.80 "retreat into advance." THE REVERSAL. - RETREAT appears inside the window. The camera's zoom direction reverses: φ(t) decreases, so the camera rises outward through the levels, and the deeper copies now rush toward the viewer. - As the camera exits level 0, the outermost panel frame opens: its two halves part like elevator doors, the first time any panel has been incomplete. - The camera emerges into open space for the first time in the film. There is a wide horizon of fine brass sunburst rays. - ADVANCE stands alone in Bodoni Black, cream, full width. 21.80–23.80 Final composition Hold on ADVANCE. The recursion is visible behind it as a small, receding framed object, now finite and behind us. The attribution appears at the lower edge. 23.80–25.00 Closure The sunburst rays retract to the vanishing point in sequence. Black by 24.90. Frame 25.00 must equal frame 0.00. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 6. MOTION RULES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ The zoom rate φ'(t) is authored as a smooth curve: ramp in, cruise, a hard stop at PARALYZES, crank, reverse, release. - Text inside a level is readable while that level occupies 60–100% of the frame. - Each active word reaches readability at a level-scale between 0.7 and 1.0. - Recursion depth culling: skip levels smaller than 2 px, and skip levels larger than 8× the frame. - One principal action at a time. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 7. ENG

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Seedance 2.5
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HER LAST LOOK — THE MIRROR Duration: 15s | Vertical 9:16 | Photorealistic supernatural horror. REFERENCE LOCK Image 1 = Human Ana. Preserve exact face, facial proportions, dark-brown shoulder-length hair, body proportions, brown-beige plaid romper and white sneakers. Image 2 = Ghost Ana. Match the pale face, long tangled black hair, distressed ivory long-sleeved dress, muddy stains and pale hands. No identity drift. SCENE 1 — HER REFLECTION (0–3s) Night, Ana's bedroom. Ana stands directly before a large mirror, gently fixing her hair with both hands. She tilts her head and smiles at her reflection. The reflection perfectly mirrors every movement. Medium shot, slow cinematic push-in, realistic bedroom lighting. SCENE 2 — SOMETHING IS WRONG (3–5s) Ana leans closer and adjusts her hair. Suddenly, her reflection lags slightly behind her real movements. Ana freezes as her smile fades. Disturbed, she raises both hands and completely covers her face. An unnatural breeze moves her hair despite the closed room. The reflection remains visible in the mirror. SCENE 3 — THE TRANSFORMATION (5–8s) While Ana's face is hidden behind her hands and sweeping hair, her reflection transforms first: shoulder-length hair becomes long, tangled black hair; the plaid romper becomes a dirty ivory gown; her face turns deathly pale and her hands become ghostly. Ana slowly lowers her hands. The supernatural change spreads from the reflection to her real body, completing as her hands reach her sides. Reveal both Ana and her reflection as the same terrifying ghost, accurately matching Image 2. Preserve their alignment and physical continuity. SCENE 4 — THE LAST LOOK (8–11s) Ghost Ana stands motionless before the mirror, head lowered. She slowly raises her pale face as tangled hair parts naturally. Her reflection maintains perfect synchronization. She locks eyes with herself, then slowly shifts her gaze directly toward the camera, as if sensing someone behind her. Slow push-in, cold muted lighting, oppressive silence. SCENE 5 — FINAL SCARE (11–15s) Ghost Ana turns away from the mirror and slowly approaches the camera. Her long gown drags across the floor and her tangled hair sways naturally. She tilts her head, then suddenly lunges close. Her black hair swings forward, physically covering the entire lens until the frame becomes completely black. End immediately; no additional shot. CONTINUITY & NEGATIVE CONSTRAINTS Maintain consistent bedroom layout, mirror geometry, camera direction and reflection alignment. The reflection changes first; real Ana transforms only after her face is concealed. No duplicated characters, random reflection behavior, premature wardrobe changes, face morphing, anatomy errors, teleportation, unexplained cuts, cartoon effects, gore, text, logos or watermarks. Ultra-realistic skin, hair and fabric textures.

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Seedance 2.5
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Impasto oil painting style, thick palette knife texture. A woman in an orange coat walking slowly forward on a wet cobblestone sidewalk, holding a transparent umbrella with rain dripping from its edges. Heavy rain falling continuously in vertical streaks. Cars and a bus driving slowly along the wet road, their headlights and taillights reflecting on the slick surface. Street lamps casting warm orange glow with gentle flicker. Autumn leaves falling from trees. Puddles rippling from raindrops. Wet cobblestones shimmering with reflections of lights. Dark stormy clouds drifting in the sky. Moody cinematic autumn evening atmosphere, 8 seconds, smooth continuous motion.

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Seedance 2.0
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Photorealistic surreal renovation video, vertical 9:16, single empty room with white walls and a large bright window, natural daylight, static wide shot, smooth camera. Scene 1 (0-4s): a man in blue denim overalls and grey t-shirt uses a long rake to spread a huge pile of live tortoises on the bare concrete floor, raking them into neat parallel rows that cover the entire room. Scene 2 (4-8s): a woman in red overalls pours thick white self-leveling epoxy resin from a plastic bucket over the rows of tortoises; the glossy liquid flows, levels itself and covers the shells completely. Scene 3 (8-16s): the man operates a heavy floor grinding and polishing machine, sanding the cured white resin; dust rises, and polishing gradually reveals tortoise shells embedded inside the floor, turning into a decorative glossy epoxy floor with turtle shell pattern. Scene 4 (16-24s): two workers in black t-shirts carry in a wooden bed frame, place a white mattress, pillows and beige bedding, assembling the bed on top of the turtle-shell epoxy floor. Final shot: finished cozy bedroom, shiny terrazzo-style floor made of embedded tortoise shells reflecting window light. Hyper-realistic detail, oddly satisfying ASMR style, no text.

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Seedance 2.5
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A cinematic, seamless transformation sequence starting with a person running on a sandy beach at dusk, transforming into a sleek black panther sprinting along the shoreline, which then bursts into flames transforming into a glowing fiery phoenix soaring into the sky, diving down into the deep blue ocean where it transforms into a massive whale breaching the surface, and finally transforming into a powerful grizzly bear charging out of the water onto the beach at sunset. Negative Prompt: low quality, blurry, distorted anatomy, jittery motion, abrupt cuts, poor lighting, unrealistic water, bad textures

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