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Prompt Library · VisualsImage & Video

Prompt Cheat Sheet

The words that actually change a generated image or clip — what each one does, when to reach for it, and builders that assemble them into something you can paste.

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New to this? Start with the four rules below, build one prompt with the tool, and ignore the rest until you need something specific. The term list is for looking things up mid-project, not for reading straight through.

Start Here

How an Image Prompt Is Built

An image model does not follow instructions so much as it responds to description. Everything below is vocabulary for describing more precisely. Four things matter more than any individual term:

  1. Say what the picture is of, first and in plain words. “A weathered lighthouse on a rock shelf, waves breaking against the base.” No term on this page can supply a subject — they only shape one that is already there.

  2. Add three to five terms, not twelve. A prompt carrying a dozen modifiers does not produce a twelve-modifier image. It produces an averaged one, because the terms contradict each other and the model splits the difference.

  3. Take at most one from each group. One camera angle, one lighting, one atmosphere, one style. Two lighting terms fight. Two camera angles are incoherent.

  4. When a result is close but wrong, change one term. Swap the lighting, keep everything else, regenerate. Rewriting the whole prompt throws away whatever was working — and something usually was.

Image Prompt Builder

Describe your subject, then hit Add on any term below. They assemble here in the right order.

Camera · 10 terms

Camera and Framing

Where the camera sits and how tightly it crops. This is the highest-leverage group on the page: the angle changes what an image means without changing anything in it. Pick exactly one.

Close-up

tight close-up, subject fills the frame

Crops in until texture and expression are the whole picture — pores, fabric weave, condensation on a glass.

Reach for it when detail or emotion is the point. Add “extreme” if you want to get closer than a person normally stands.

Wide shot

wide shot, wide-angle lens

Pulls back to include the surroundings, with slight edge stretching that makes a space feel larger than it is.

Reach for it when the viewer needs to know where they are. Landscapes, interiors, establishing shots.

Fisheye

fisheye lens, heavy barrel distortion

Extreme curvature — straight lines bow outward and the center bulges toward you.

Reach for it when you want skate-video energy or deliberate disorientation. It is never subtle.

Low angle

low camera angle looking up at the subject

Puts the viewer beneath the subject so it looms overhead. Reads instantly as power and scale.

Reach for it when something should feel monumental or threatening. Say “worm’s-eye view, camera on the ground” for the extreme version.

High angle

high camera angle looking down at the subject

Places the viewer above the subject, which shrinks it and makes it feel observed.

Reach for it when you want vulnerability, or need to show a scene’s layout without going fully overhead.

Overhead

bird’s-eye view, camera directly overhead

Straight down. Flattens the scene into a graphic arrangement of shapes rather than a space.

Reach for it when shooting flat-lays, table settings, maps of a room, or any pattern. Say “overhead flat lay” for product work.

Drone shot

aerial drone shot, high above the scene

High altitude at a slight tilt, so landscape reads as terrain instead of as a view.

Reach for it when the scale of a place is the subject: coastlines, city grids, crowds.

Side profile

side profile view

Camera perpendicular to the subject, so outline and silhouette dominate over depth.

Reach for it when the shape is what matters — profile portraits, or a product where thickness needs to read.

First person

first-person POV, as seen through the subject’s own eyes

Puts the viewer inside the scene, usually with hands or held objects at the frame edge.

Reach for it when you want the viewer to be the person rather than watch them.

Over the shoulder

over-the-shoulder shot

A shoulder in soft foreground frames whatever the person is looking at, creating depth in two planes.

Reach for it when showing someone looking at something — a screen, a view, another person.

Lens · 6 terms

Lens, Focus, and Motion

Optical and shutter behavior. These are the terms that make an image feel physically photographed rather than generated, and they are the most commonly skipped.

Shallow focus

shallow depth of field, creamy bokeh in the background

Subject razor sharp, background dissolved into soft blobs of light.

Reach for it when shooting almost any portrait or product. This is the single fastest way to make an image look professionally shot.

Anamorphic

anamorphic widescreen, horizontal blue lens flares

Cinema aspect ratio with oval bokeh and streaking flares across the frame.

Reach for it when the image should read as a film still rather than a photograph.

Film grain

visible film grain, analog texture

Adds fine noise, which undoes the plastic smoothness that gives generated images away.

Reach for it when anything looks too clean. Costs nothing and helps almost every photographic prompt.

Motion blur

motion blur, subject in motion

Streaks the moving parts while the rest stays put. Reads as speed.

Reach for it when movement matters more than clarity — traffic, dancers, a thrown ball.

Long exposure

long exposure, light trails

Moving lights smear into ribbons; water and clouds go silky and smooth.

Reach for it when shooting night cities, waterfalls, or star trails. Different from motion blur: the lights move, not the subject.

Frozen action

high shutter speed, frozen mid-action

Everything razor sharp at peak movement — splashes suspended, dust hanging in the air.

Reach for it when the moment matters more than the movement. The direct opposite of motion blur.

Light · 11 terms

Light and Time of Day

The group worth learning first. Lighting decides whether an image reads as a snapshot or as a shot. Choose one time-of-day term and at most one lighting technique — stacking two light sources produces mush.

Golden hour

golden hour light, warm low sun, long shadows

Warm orange light raking across the scene from a low angle.

Reach for it when you do not yet know what light to ask for. It flatters nearly every subject and is very hard to make ugly.

Blue hour

blue hour, cool twilight just after sunset

Even blue ambient light, with artificial lights just beginning to register.

Reach for it when shooting cities and architecture. It is the narrow window where sky and windows balance each other.

Sunrise or sunset

sunset on the horizon

The sun itself in frame with color spread across the sky. Sunrise runs cooler and cleaner, sunset warmer and hazier.

Reach for it when you want the sun visible. If you only want the light, ask for golden hour instead — it is the better term.

Moonlight

moonlit, cool blue night light

Low, cold, directional light with deep shadows and little color.

Reach for it when shooting night exteriors that still need to be readable.

Soft light

soft diffused light, overcast

Shadows with gentle edges and nothing blown out.

Reach for it when shooting faces or food, or anything where a hard shadow would be unflattering.

Dramatic light

dramatic high-contrast lighting, deep shadows

One hard source with most of the frame falling away into black.

Reach for it when you want tension and weight. The opposite decision from soft light — you cannot have both.

Backlight

backlit, bright rim light outlining the subject

Light from behind draws a glowing edge that separates the subject from the background.

Reach for it when a subject needs to pop off a dark background. Works beautifully combined with fog or haze.

God rays

volumetric light, visible god rays through the air

Beams of light you can actually see, because there is dust or moisture for them to catch on.

Reach for it when shooting forests, cathedrals, warehouses. Needs something in the air, so pair it with haze.

Neon

neon lighting, saturated magenta and cyan

Colored light sources sitting inside the scene, reflecting off wet and glossy surfaces.

Reach for it when doing night city work. Name the two colors you want, or you will get all of them at once.

Studio

studio lighting, seamless backdrop

Fully controlled light against a plain background. No environment, all subject.

Reach for it when shooting products or clean portraits where the setting would only distract.

Cinematic

cinematic lighting and composition

A broad request: motivated light sources, wider framing, film-like color.

Reach for it when you are still exploring. Useful as a starting point, but replace it with a specific lighting term once you know what you actually want.

Atmosphere · 6 terms

Atmosphere and Weather

What is in the air between the camera and the subject. These carry mood cheaply, and they are what make light visible — most images that get called cinematic simply have something in the air.

Fog

fog

Softens everything with distance, so depth reads as a stack of separated layers.

Reach for it when you want mood and clean separation between foreground and background. Say “light mist” if fog is too heavy.

Rain

rain, wet reflective streets

Falling water plus the wet surfaces it leaves behind — the reflections do most of the work.

Reach for it when you want mood and an excuse for reflected light. Add “at night” for the classic look.

Storm

stormy sky, heavy dark clouds

Dramatic cloud structure with flat, low-contrast light beneath it.

Reach for it when a landscape needs threat and scale.

Snow

falling snow, snow-covered ground

Simplifies a scene into white shapes and bounces light upward into the shadows.

Reach for it when you want quiet, cold, or a clear seasonal read.

Haze and smoke

atmospheric haze and drifting smoke

Gives the air physical substance, so light beams and depth become visible.

Reach for it when almost any lit scene. This is the quiet trick behind most images that look expensively shot.

Firelight

firelight, flames and glowing embers

A warm, flickering light source living inside the frame.

Reach for it when a night scene needs a warm anchor to balance all the cold light.

Setting · 7 terms

Settings and Environments

Where the scene happens. Combine one of these with a weather term and a time-of-day term and the location is fully specified.

Underwater

underwater, filtered blue light and floating particles

Blue-shifted light falling in shafts, with visible particulate suspended in the water.

Reach for it when shooting anything submerged. The particles are what sell it as water rather than blue air.

Space

outer space, stars and distant nebula

Black field with hard unfiltered light and no atmospheric falloff.

Reach for it when you want scale and isolation. Note that shadows in space are much harder than people expect.

Desert

desert, sand dunes and open sky

Vast, minimal, high contrast, with strong directional shadows across the sand.

Reach for it when you want emptiness, heat, or a clean horizon line.

Forest

dense forest, tall trees and undergrowth

Vertical structure with dappled light filtering down through a canopy.

Reach for it when you want enclosure and texture. Pairs unusually well with god rays and mist.

Mountains

mountain range, dramatic peaks

Layered ridgelines receding into atmospheric haze.

Reach for it when scale is the subject. The haze between layers is what creates the sense of distance.

Coast

coastline, sand and breaking waves

Open horizon, reflected sky, and motion at the waterline.

Reach for it when you want openness or a natural place to put motion in an otherwise still frame.

City

city skyline

Built environment at scale — geometry, glass, and repeated verticals.

Reach for it when you need an urban setting. Say “city street at night” instead to get down to eye level, where neon and reflections live.

Mood and Genre · 10 terms

Mood and Genre

Narrative worlds rather than visual treatments. Each one drags in its own props, wardrobe, and palette, which is why they collide badly. Use exactly one.

Dark and moody

dark and moody, muted desaturated palette

Pulls saturation and brightness down across the whole frame.

Reach for it when you want restraint and weight. Works as a modifier on top of most other genres.

Cyberpunk

cyberpunk, neon-lit rain-soaked future city

Dense neon, permanent rain, towering signage, deep shadow.

Reach for it when you want the specific near-future-dystopia look. It is a strong flavor and overrides most style terms.

Sci-fi

futuristic sci-fi, sleek advanced technology

Clean surfaces, restrained palette, engineered geometry.

Reach for it when you want the future without the grime. The opposite end from cyberpunk.

Post-apocalyptic

post-apocalyptic, overgrown ruins and decay

Structures being reclaimed by weather and plants; dust and rust throughout.

Reach for it when you want the aftermath rather than the event.

Fantasy

high fantasy, magical and otherworldly

Impossible architecture, luminous elements, heightened natural forms.

Reach for it when realism is not the goal and you want scale and wonder.

Medieval

medieval, stone and timber, period-accurate

Rough materials, firelight, hand-built construction.

Reach for it when you want a grounded historical setting. Add “period-accurate” or you will drift toward fantasy.

Feudal Japan

feudal Japan, samurai, cinematic

Specific architecture, wardrobe, and a restrained, deliberate compositional style.

Reach for it when you want that setting specifically. Unusually reliable for such a narrow term.

Film noir

film noir, hard shadows and venetian blind light

Black and white or near it, hard slashes of light, rain, cigarette haze.

Reach for it when you want mystery and moral weight. Say “detective” with it to bring in the wardrobe and props.

Superhero

epic superhero scene, heroic scale

Low angles, dynamic poses, dramatic backlighting, extreme scale.

Reach for it when you want comic-adjacent spectacle in a photographic frame.

Surreal

surreal and dreamlike, slightly uncanny

Recognizable elements arranged in ways that do not quite resolve.

Reach for it when you want unease rather than fantasy. The “slightly” matters — drop it and you get chaos.

Style · 5 terms

Style and Aesthetic

Visual vocabularies borrowed from fashion, editorial, and design. Strong flavors that fight each other — one at a time.

Minimalist

minimalist, generous negative space, single focal point

Strips the frame to one subject and a great deal of empty room around it.

Reach for it when you need space for text, or the subject is strong enough to carry the frame alone.

Luxury

luxury, understated wealth, quality materials

Restrained palette, expensive surfaces, careful light. Quiet rather than flashy.

Reach for it when you want premium without gold and sparkle. Say “old money” to push it further toward heritage.

Vintage

vintage 1970s, faded warm color

Period color response with lifted blacks and a warm cast.

Reach for it when you want nostalgia. Always name the decade — “vintage” alone lands somewhere vague.

Editorial

editorial fashion photography, magazine quality

Styled, deliberate, and confident. Composed for a page rather than a moment.

Reach for it when you want polish and intent. Adds wardrobe and posing direction, not just a look.

Street style

street style, candid urban fashion

Looks caught rather than staged, shot at eye level in real surroundings.

Reach for it when you want authenticity. The direct opposite of the editorial treatment.

Format · 4 terms

Photographic Formats

Specific capture media. Reach for these when you want the artifact of the format itself — the border, the grain, the flash falloff.

35mm film

shot on 35mm film, natural grain

Film color response and organic grain instead of digital cleanliness.

Reach for it when you want a photograph that feels made rather than rendered. The most broadly useful term in this group.

Polaroid

polaroid instant photo, white border, soft faded color

Square frame, thick white border, low contrast, slightly shifted color.

Reach for it when you want the object as much as the image — something that looks physically held.

Disposable camera

disposable camera, harsh direct flash

Blown-out foreground, black background, unflattering and immediate.

Reach for it when you want a party or documentary feel. The ugliness is the entire point.

Magazine cover

magazine cover layout, space reserved for a masthead

Subject positioned low and centered with deliberate empty room at the top.

Reach for it when you actually intend to put type on it. Asking for the layout gets you the space for it.

Illustration · 10 terms

Illustration and Render Styles

Non-photographic treatments. These replace the photographic vocabulary rather than stacking with it — asking for a watercolor with shallow depth of field mostly wastes both terms.

Anime

anime style, cel shaded

Flat color areas with hard shadow boundaries and clean linework.

Reach for it when you want the Japanese animation look. “Cel shaded” is what keeps it from drifting into generic digital art.

Comic book

comic book illustration, bold ink lines and halftone dots

Heavy black outlines, limited palette, printed dot texture.

Reach for it when you want Western comics. The halftone is what makes it read as printed rather than drawn.

Oil painting

oil painting, visible brushwork and impasto

Thick, directional paint with texture standing off the surface.

Reach for it when you want gravity and craft. “Impasto” is what gets you actual paint thickness.

Watercolor

watercolor, soft bleeding edges and visible paper texture

Transparent washes bleeding into each other with the paper showing through.

Reach for it when you want lightness and suggestion. The paper texture is what stops it looking like a filter.

Pencil sketch

pencil sketch, visible construction lines

Graphite linework with the underdrawing left in.

Reach for it when you want something that reads as in-progress rather than finished.

Claymation

claymation, stop-motion clay figures with visible fingerprints

Handmade forms with tool marks and slightly imperfect surfaces.

Reach for it when you want tactile charm. The fingerprints are what separate it from a smooth 3D render.

3D render

3D render, soft global illumination

Clean CG surfaces with physically accurate bounced light.

Reach for it when you want product-visualization polish.

Isometric

isometric view, clean geometric perspective

No perspective convergence — parallel lines stay parallel at a fixed angle.

Reach for it when diagramming a space, or making game-style art where every part reads equally.

Tilt-shift miniature

tilt-shift miniature effect, tiny diorama

Extreme selective focus that tricks the eye into reading a real scene as a model.

Reach for it when you want a city or crowd to look like a toy. Works best shot from above.

Papercraft

layered paper cut-out, handmade craft

Stacked flat shapes with visible edges and soft shadows between layers.

Reach for it when you want depth built from flat elements — good for title cards and covers.

Effects · 7 terms

Materials and Effects

Surface treatments and post effects. Best used last, applied to a scene the earlier terms have already established. One is usually enough.

Glass

translucent glass, refraction and caustics

Light bending through the material and pooling into bright patterns behind it.

Reach for it when the material is the subject. “Caustics” is the term that produces the light pooling.

Chrome

polished chrome, mirror-like metal

Fully reflective surface that renders its entire surroundings.

Reach for it when you want a hard, expensive, slightly unreal object. It reflects the scene, so the scene has to be worth reflecting.

Holographic

holographic iridescent surface, shifting rainbow

Color that changes across the surface depending on viewing angle.

Reach for it when you want a synthetic, contemporary, slightly toylike finish.

Double exposure

double exposure, two images blended into one frame

Two subjects overlaid so each shows through the other.

Reach for it when you want to state a relationship between two things without a caption.

Silhouette

silhouette against a bright background

Subject reduced to a black shape with all detail gone.

Reach for it when the outline alone tells the story. Requires a genuinely recognizable shape.

Reflection

mirrored reflection, symmetrical composition

The scene doubled in water, glass, or a mirror.

Reach for it when you want symmetry or a visual rhyme. Still water is the easiest surface to ask for.

Glitch

digital glitch, RGB channel split and datamosh

Displaced color channels and torn scan lines.

Reach for it when you want digital decay. The channel split is what makes it read as glitch rather than damage.

Quality · 2 terms

Quality and Finish

Output modifiers. These raise the ceiling but supply no direction of their own — a prompt made only of these produces a very sharp picture of nothing in particular. Add them last, and never more than one line's worth.

Detail

highly detailed, sharp focus, high resolution

Pushes fine detail and edge definition throughout the frame.

Reach for it when the result comes back soft or vague. Covers what “4K” and “8K” were reaching for, more reliably.

Photorealistic

photorealistic

Pushes toward camera output rather than illustration.

Reach for it when the result drifts toward digital painting when you wanted a photograph. Say “hyperrealistic” to push past what a camera would actually capture.

Worked Example

The Same Subject, Four Ways

Every one of these starts from the identical subject line. Only the modifiers change, and each version is a different photograph.

One Subject, Four Treatments
SUBJECT (unchanged in all four)
A weathered lighthouse on a rock shelf, waves breaking against the base.

1 — MONUMENTAL
Low camera angle looking up at the subject. Dramatic high-contrast
lighting, deep shadows. Stormy sky, heavy dark clouds. Highly
detailed, sharp focus, high resolution.

2 — SERENE
Wide shot, wide-angle lens. Golden hour light, warm low sun, long
shadows. Light mist. Shot on 35mm film, natural grain.

3 — LONELY
Aerial drone shot, high above the scene. Blue hour, cool twilight
just after sunset. Dark and moody, muted desaturated palette.

4 — ILLUSTRATED
Watercolor, soft bleeding edges and visible paper texture. Fog.
Minimalist, generous negative space, single focal point.

The one thing worth internalizing: version 4 drops every photographic term. Depth of field, film grain, and shutter speed mean nothing to a watercolor, and asking for them anyway is how you get a muddy hybrid that reads as neither. Once you choose illustration, the photographic vocabulary goes in the bin.

Troubleshooting

When It Comes Back Wrong

Flat and lifeless

You have no lighting term. Add one — golden hour or dramatic high-contrast will fix most of these on the first try.

Obviously AI

Too clean. Add film grain, a shallow depth of field, and haze in the air. Physical imperfection is what sells it.

Generic and averaged

Too many terms pulling against each other. Cut back to three and rebuild one at a time.

Right idea, wrong feeling

Change only the lighting term and regenerate. Lighting carries most of the emotional weight in any image.

Subject keeps getting lost

Your modifiers outweigh your subject description. Make the plain-language part longer and more specific.

Cluttered background

Add shallow depth of field, or studio lighting with a seamless backdrop to remove the environment entirely.

Original Source

This page was previously built in Claude as an original local reference for the AI Helper Library. The image vocabulary began as a public social carousel that circulated these as slash commands (/goldenhour, /lowangle). No model parses those — the slash is cosmetic and the words do all the work — so this version uses the phrasing you would actually type, merges entries that were duplicates under different names, and adds what each term is for.

The video vocabulary is drawn from vendor prompting documentation: Runway, Google Veo, Kling, MiniMax, Luma, Pika, and ByteDance Seedance. Terms marked as coming from a single vendor may not behave the same elsewhere. Where a term is ordinary cinematography language rather than something a vendor coined, it is described as such.

Effects described here are general behavior; results vary by model, by version, and by how much of your prompt is competing for attention. Nothing on this page substitutes for a test generation.