null tiles and faded

    “Create an image of a beautiful smiling blonde lady, her features softly blending with a female bee. The scene takes place in a rundown Italian hotel room from the 1970s, with the woman and bee lounging together on a worn red leather sofa. The room exudes a sense of decay with faded wallpaper, cracked tiles, and cobwebs in the corners. A piece of rotten cardboard on the floor reads ‘buzz buzz’ in worn-out, faded letters. The atmosphere should feel nostalgic yet eerie, capturing a mix of beauty and decay.”
    A liminal space inside a nearly pitch-dark supermarket, its long aisles stretching into an eerie, endless void. The dim, flickering overhead lights barely illuminate the cold tile floor, casting elongated shadows that shift unnaturally. The shelves are still stocked, but something feels off—products are misaligned, some labels are faded as if they’ve been here for decades. The soft hum of the refrigeration units is the only sound, blending with the distant crackle of an old speaker playing a distorted, barely-audible supermarket jingle.
Then, in the background, something is there. Watching. Waiting.
Between the aisles, beyond the last flickering light, stands a tall, shadowy figure. Slenderman. Motionless. His featureless face is barely visible through the darkness, yet you feel his gaze pressing down on you. His unnaturally long limbs seem to stretch with each blink, shifting, closing the distance ever so slightly whenever you look away. The atmosphere is suffocating—something is wrong, but you can’t leave.
The automatic doors stand still, locked in place. The checkouts are empty, yet the scanner beeps randomly, as if something unseen is purchasing items in the void. Your pulse quickens. The fluorescent lights buzz louder. The air grows heavier.
You shouldn’t be here.
But now… he knows you are.
    A haunting, abandoned corridor in an old building, dimly lit by flickering, malfunctioning lights. The walls are cracked, peeling, and stained with dark, uneven patches that give the impression of something decayed. The floor is covered with cracked tiles and faded, torn carpet, but some areas are unnervingly smooth, as though worn down by something unknown.
At the end of the corridor, a door stands ajar, revealing only darkness beyond, an oppressive void that seems to swallow up the light. Faint, distorted shadows seem to stretch unnaturally along the walls, casting eerie, warped shapes. The air is thick with an almost palpable tension, as if something might emerge from the darkness at any moment, yet there’s no sign of life.
A few abandoned objects—an overturned chair, a broken picture frame—lie scattered across the floor, abandoned carelessly, giving the room the feeling of a place left in haste. The atmosphere feels cold, suffocating, and wrong. There’s no noise, no movement, just an overwhelming sense of something being off, as though the space itself is alive, waiting.
The entire scene is bathed in dull, muted tones, with dark corners that seem to swallow up the light, giving it an overwhelming sense of emptiness and a deeply unsettling feeling of being watched.
    “Create an image of a beautiful smiling blonde lady, her features softly blending with a female bee. The scene takes place in a rundown Italian hotel room from the 1970s, with the woman and bee lounging together on a worn red leather sofa. The room exudes a sense of decay with faded wallpaper, cracked tiles, and cobwebs in the corners. A piece of rotten cardboard on the floor reads ‘buzz buzz’ in worn-out, faded letters. The atmosphere should feel nostalgic yet eerie, capturing a mix of beauty and decay.”
    A haunting, abandoned corridor in an old building, dimly lit by flickering, malfunctioning lights. The walls are cracked, peeling, and stained with dark, uneven patches that give the impression of something decayed. The floor is covered with cracked tiles and faded, torn carpet, but some areas are unnervingly smooth, as though worn down by something unknown.
At the end of the corridor, a door stands ajar, revealing only darkness beyond, an oppressive void that seems to swallow up the light. Faint, distorted shadows seem to stretch unnaturally along the walls, casting eerie, warped shapes. The air is thick with an almost palpable tension, as if something might emerge from the darkness at any moment, yet there’s no sign of life.
A few abandoned objects—an overturned chair, a broken picture frame—lie scattered across the floor, abandoned carelessly, giving the room the feeling of a place left in haste. The atmosphere feels cold, suffocating, and wrong. There’s no noise, no movement, just an overwhelming sense of something being off, as though the space itself is alive, waiting.
The entire scene is bathed in dull, muted tones, with dark corners that seem to swallow up the light, giving it an overwhelming sense of emptiness and a deeply unsettling feeling of being watched.
    An abandoned children's playroom, illuminated only by the dim, flickering light of broken overhead bulbs. The walls are painted with faded, peeling murals of cartoon animals and playful shapes, now warped and distorted with time. The floor is covered in old, cracked foam tiles, some pieces missing, leaving jagged gaps in the colorful pattern. A thick layer of dust settles on everything, but there is something unsettling about the emptiness—it feels like this room has been abandoned in a hurry, as if something left without a trace.
The toys, once vibrant and inviting, are now neglected and broken. A deflated ball lies in one corner, partially hidden by a pile of decaying stuffed animals, their eyes sewn shut with thread that looks like it’s been torn out. A wooden rocking horse sits in the middle of the room, its paint chipped and peeling, the motionless frame casting long, strange shadows that distort across the walls.
The silence is oppressive, heavy. Every creak of the building as it shifts under its own weight seems unnaturally loud in this dead space. The door to the room is slightly ajar, but beyond it, there is nothing but more empty corridors, endless and unreachable. No sound, no movement—only the stillness, and the deep unease that the room evokes
    An abandoned children's playroom, illuminated only by the dim, flickering light of broken overhead bulbs. The walls are painted with faded, peeling murals of cartoon animals and playful shapes, now warped and distorted with time. The floor is covered in old, cracked foam tiles, some pieces missing, leaving jagged gaps in the colorful pattern. A thick layer of dust settles on everything, but there is something unsettling about the emptiness—it feels like this room has been abandoned in a hurry, as if something left without a trace.
The toys, once vibrant and inviting, are now neglected and broken. A deflated ball lies in one corner, partially hidden by a pile of decaying stuffed animals, their eyes sewn shut with thread that looks like it’s been torn out. A wooden rocking horse sits in the middle of the room, its paint chipped and peeling, the motionless frame casting long, strange shadows that distort across the walls.
The silence is oppressive, heavy. Every creak of the building as it shifts under its own weight seems unnaturally loud in this dead space. The door to the room is slightly ajar, but beyond it, there is nothing but more empty corridors, endless and unreachable. No sound, no movement—only the stillness, and the deep unease that the room evokes
    An abandoned children's playroom, illuminated only by the dim, flickering light of broken overhead bulbs. The walls are painted with faded, peeling murals of cartoon animals and playful shapes, now warped and distorted with time. The floor is covered in old, cracked foam tiles, some pieces missing, leaving jagged gaps in the colorful pattern. A thick layer of dust settles on everything, but there is something unsettling about the emptiness—it feels like this room has been abandoned in a hurry, as if something left without a trace.
The toys, once vibrant and inviting, are now neglected and broken. A deflated ball lies in one corner, partially hidden by a pile of decaying stuffed animals, their eyes sewn shut with thread that looks like it’s been torn out. A wooden rocking horse sits in the middle of the room, its paint chipped and peeling, the motionless frame casting long, strange shadows that distort across the walls.
The silence is oppressive, heavy. Every creak of the building as it shifts under its own weight seems unnaturally loud in this dead space. The door to the room is slightly ajar, but beyond it, there is nothing but more empty corridors, endless and unreachable. No sound, no movement—only the stillness, and the deep unease that the room evokes
    A dimly lit underground lair, the stone walls of Orochimaru’s domain are damp and covered in a layer of black mold. The air is thick, heavy with the scent of decay, stale blood, and something metallic, like rusted iron. The flickering overhead lights cast an eerie glow, distorting the dark, cold hallway ahead.
Along the walls, there are faded and cracked inscriptions in a dark, almost illegible script, marking the boundaries of forbidden experiments. Cold steel doors line the corridor, some slightly ajar, revealing dark rooms beyond—each filled with the chilling remnants of unspeakable acts. Large glass tanks, distorted by grime and condensation, hold grotesque, malformed humanoid creatures—skeletal, serpentine, with flesh that seems to bubble unnaturally, as if still struggling to exist. The creatures’ eyes, empty and soulless, gaze into nothingness.
The floors are slick with a combination of water and something darker, something that clings to the shoes like tar. You can’t quite tell if it’s just dirt, or if it’s blood that has long since soaked into the stone, staining it permanently.
At the far end of the corridor, a room opens into a massive, sterile lab, starkly lit by harsh fluorescent lights that make the white tiles gleam uncomfortably. Tables are cluttered with surgical instruments—some clean, some stained. Papers filled with incomprehensible jutsu are scattered about, half burned or left in disarray.
    A dimly lit underground lair, the stone walls of Orochimaru’s domain are damp and covered in a layer of black mold. The air is thick, heavy with the scent of decay, stale blood, and something metallic, like rusted iron. The flickering overhead lights cast an eerie glow, distorting the dark, cold hallway ahead.
Along the walls, there are faded and cracked inscriptions in a dark, almost illegible script, marking the boundaries of forbidden experiments. Cold steel doors line the corridor, some slightly ajar, revealing dark rooms beyond—each filled with the chilling remnants of unspeakable acts. Large glass tanks, distorted by grime and condensation, hold grotesque, malformed humanoid creatures—skeletal, serpentine, with flesh that seems to bubble unnaturally, as if still struggling to exist. The creatures’ eyes, empty and soulless, gaze into nothingness.
The floors are slick with a combination of water and something darker, something that clings to the shoes like tar. You can’t quite tell if it’s just dirt, or if it’s blood that has long since soaked into the stone, staining it permanently.
At the far end of the corridor, a room opens into a massive, sterile lab, starkly lit by harsh fluorescent lights that make the white tiles gleam uncomfortably. Tables are cluttered with surgical instruments—some clean, some stained. Papers filled with incomprehensible jutsu are scattered about, half burned or left in disarray.
    A dimly lit underground lair, the stone walls of Orochimaru’s domain are damp and covered in a layer of black mold. The air is thick, heavy with the scent of decay, stale blood, and something metallic, like rusted iron. The flickering overhead lights cast an eerie glow, distorting the dark, cold hallway ahead.
Along the walls, there are faded and cracked inscriptions in a dark, almost illegible script, marking the boundaries of forbidden experiments. Cold steel doors line the corridor, some slightly ajar, revealing dark rooms beyond—each filled with the chilling remnants of unspeakable acts. Large glass tanks, distorted by grime and condensation, hold grotesque, malformed humanoid creatures—skeletal, serpentine, with flesh that seems to bubble unnaturally, as if still struggling to exist. The creatures’ eyes, empty and soulless, gaze into nothingness.
The floors are slick with a combination of water and something darker, something that clings to the shoes like tar. You can’t quite tell if it’s just dirt, or if it’s blood that has long since soaked into the stone, staining it permanently.
At the far end of the corridor, a room opens into a massive, sterile lab, starkly lit by harsh fluorescent lights that make the white tiles gleam uncomfortably. Tables are cluttered with surgical instruments—some clean, some stained. Papers filled with incomprehensible jutsu are scattered about, half burned or left in disarray.
    A liminal space inside a nearly pitch-dark supermarket, its long aisles stretching into an eerie, endless void. The dim, flickering overhead lights barely illuminate the cold tile floor, casting elongated shadows that shift unnaturally. The shelves are still stocked, but something feels off—products are misaligned, some labels are faded as if they’ve been here for decades. The soft hum of the refrigeration units is the only sound, blending with the distant crackle of an old speaker playing a distorted, barely-audible supermarket jingle.
Then, in the background, something is there. Watching. Waiting.
Between the aisles, beyond the last flickering light, stands a tall, shadowy figure. Slenderman. Motionless. His featureless face is barely visible through the darkness, yet you feel his gaze pressing down on you. His unnaturally long limbs seem to stretch with each blink, shifting, closing the distance ever so slightly whenever you look away. The atmosphere is suffocating—something is wrong, but you can’t leave.
The automatic doors stand still, locked in place. The checkouts are empty, yet the scanner beeps randomly, as if something unseen is purchasing items in the void. Your pulse quickens. The fluorescent lights buzz louder. The air grows heavier.
You shouldn’t be here.
But now… he knows you are.
    An abandoned children's playroom, illuminated only by the dim, flickering light of broken overhead bulbs. The walls are painted with faded, peeling murals of cartoon animals and playful shapes, now warped and distorted with time. The floor is covered in old, cracked foam tiles, some pieces missing, leaving jagged gaps in the colorful pattern. A thick layer of dust settles on everything, but there is something unsettling about the emptiness—it feels like this room has been abandoned in a hurry, as if something left without a trace.
The toys, once vibrant and inviting, are now neglected and broken. A deflated ball lies in one corner, partially hidden by a pile of decaying stuffed animals, their eyes sewn shut with thread that looks like it’s been torn out. A wooden rocking horse sits in the middle of the room, its paint chipped and peeling, the motionless frame casting long, strange shadows that distort across the walls.
The silence is oppressive, heavy. Every creak of the building as it shifts under its own weight seems unnaturally loud in this dead space. The door to the room is slightly ajar, but beyond it, there is nothing but more empty corridors, endless and unreachable. No sound, no movement—only the stillness, and the deep unease that the room evokes
    An atmospheric cyberpunk scene — a woman in a dark trench coat waits alone on a deserted monorail platform, late at night.
Cold blue and pink neon lights reflect on wet tiles, flickering from malfunctioning signage.
In the distance, the silhouette of a monorail approaches through heavy digital fog, headlights cutting through glitchy rain.
The woman’s smart-glasses glow faintly, showing scrolling data. Her expression is distant, almost numb.
Trash flutters on the platform from passing wind, and soft static hums from old speakers.
Surroundings are filled with faded corporate posters, some glitching, some torn.
Mood is introspective, cinematic, deeply melancholic — a mix of loneliness and digital detachment.
Ultra-detailed, moody lighting, 35mm film lens, 8K, volumetric light.
    A liminal space inside a nearly pitch-dark supermarket, its long aisles stretching into an eerie, endless void. The dim, flickering overhead lights barely illuminate the cold tile floor, casting elongated shadows that shift unnaturally. The shelves are still stocked, but something feels off—products are misaligned, some labels are faded as if they’ve been here for decades. The soft hum of the refrigeration units is the only sound, blending with the distant crackle of an old speaker playing a distorted, barely-audible supermarket jingle.
Then, in the background, something is there. Watching. Waiting.
Between the aisles, beyond the last flickering light, stands a tall, shadowy figure. Slenderman. Motionless. His featureless face is barely visible through the darkness, yet you feel his gaze pressing down on you. His unnaturally long limbs seem to stretch with each blink, shifting, closing the distance ever so slightly whenever you look away. The atmosphere is suffocating—something is wrong, but you can’t leave.
The automatic doors stand still, locked in place. The checkouts are empty, yet the scanner beeps randomly, as if something unseen is purchasing items in the void. Your pulse quickens. The fluorescent lights buzz louder. The air grows heavier.
You shouldn’t be here.
But now… he knows you are.
    A haunting, abandoned corridor in an old building, dimly lit by flickering, malfunctioning lights. The walls are cracked, peeling, and stained with dark, uneven patches that give the impression of something decayed. The floor is covered with cracked tiles and faded, torn carpet, but some areas are unnervingly smooth, as though worn down by something unknown.
At the end of the corridor, a door stands ajar, revealing only darkness beyond, an oppressive void that seems to swallow up the light. Faint, distorted shadows seem to stretch unnaturally along the walls, casting eerie, warped shapes. The air is thick with an almost palpable tension, as if something might emerge from the darkness at any moment, yet there’s no sign of life.
A few abandoned objects—an overturned chair, a broken picture frame—lie scattered across the floor, abandoned carelessly, giving the room the feeling of a place left in haste. The atmosphere feels cold, suffocating, and wrong. There’s no noise, no movement, just an overwhelming sense of something being off, as though the space itself is alive, waiting.
The entire scene is bathed in dull, muted tones, with dark corners that seem to swallow up the light, giving it an overwhelming sense of emptiness and a deeply unsettling feeling of being watched.
    A liminal space inside a nearly pitch-dark supermarket, its long aisles stretching into an eerie, endless void. The dim, flickering overhead lights barely illuminate the cold tile floor, casting elongated shadows that shift unnaturally. The shelves are still stocked, but something feels off—products are misaligned, some labels are faded as if they’ve been here for decades. The soft hum of the refrigeration units is the only sound, blending with the distant crackle of an old speaker playing a distorted, barely-audible supermarket jingle.
Then, in the background, something is there. Watching. Waiting.
Between the aisles, beyond the last flickering light, stands a tall, shadowy figure. Slenderman. Motionless. His featureless face is barely visible through the darkness, yet you feel his gaze pressing down on you. His unnaturally long limbs seem to stretch with each blink, shifting, closing the distance ever so slightly whenever you look away. The atmosphere is suffocating—something is wrong, but you can’t leave.
The automatic doors stand still, locked in place. The checkouts are empty, yet the scanner beeps randomly, as if something unseen is purchasing items in the void. Your pulse quickens. The fluorescent lights buzz louder. The air grows heavier.
You shouldn’t be here.
But now… he knows you are.

      FLUX

    • Schnell - flux_schnell.sft