Visual reference for AI Photo Prompts
| Optical Phenomenon | Flux Conditioning Strategy | Key Descriptive Tokens |
|---|---|---|
1. High-Shallow Pool Caustic Convergence
This framework forces Flux to focus light through a clear surface medium onto a solid, structured substrate, producing sharp, high-contrast caustic lines while maintaining clear spatial separation between the air-water boundary and the floor.
Rationale: Flux relies on descriptive spatial ordering. By detailing the light source, the distorting medium, and the intercepting surface sequentially, the model prioritizes high-frequency light networks on the ground plane.
[LIGHT_SOURCE_TYPE] striking a [WATER_CLARITY] water surface from a [LIGHT_ANGLE] angle, generating a network of sharp, bright optical caustics projected onto [BOTTOM_SURFACE_MATERIAL]. High refractive distortion at the surface boundary, crystal clear underwater clarity, volumetric light beams cutting through [WATER_DEPTH] depth, photorealistic, 8k resolution, shot on [CAMERA_SPECIFICATIONS].
High-speed underwater photograph of a swimmer breaking the surface, intense sunbeams casting sharp caustic light networks across the tiled pool bottom, high Snell's window distortion at the water-air interface, volumetric subsurface scattering, clear cyan water, 8k resolution, shot on Hasselblad H6D-100c
ℹ️ Illustrative example generated by Gemini; not run in the target tool (Flux). Output and parameter behavior may vary across platform versions.
Key Variable Breakdown:
[LIGHT_SOURCE_TYPE]: Midday direct sunlight, overhead studio spotlight, intense solar rays.[WATER_CLARITY]: Disturbed, undulating, calm surface ripples, choppy surface.[BOTTOM_SURFACE_MATERIAL]: White ceramic pool tiles, fine white sand, smooth basalt stones.
Expected Outcome Guidance: Sharp, web-like light patterns projected onto the bottom surface, distinct from the light reflections visible on the upper water surface.
Failure Modes & Corrective Fixes: If the caustic network looks like a painted texture on top of the water instead of passing through it, increase the token weight on [BOTTOM_SURFACE_MATERIAL] and add submerged depth separation to the prompt structure.
2. Deep Ocean Subsurface Light Attenuation
Designed for deep aquatic environments where light scatters progressively, turning sharp caustics into soft, volumetric light shafts as depth increases.
Rationale: Focuses the diffusion process on color density gradients and light ray decay, steering Flux away from sharp, surface-level details toward soft volumetric atmospheric rendering.
Deep underwater view looking up toward the surface, [COLOR_TONE] ocean water with heavy volumetric light shaft attenuation. Intense [SUNLIGHT_STRENGTH] penetrating the surface creating a visible Snell's window distortion. Distant, soft caustic web patterns fading into [DEPTH_COLOR] depth. Subsurface scattering, floating particulate light bloom, wide-angle cinematic shot, [CAMERA_LENS].
Key Variable Breakdown:
[COLOR_TONE]: Cyan-turquoise, deep cobalt blue, emerald green.[SUNLIGHT_STRENGTH]: Blinding midday sun, pale morning sunbeams, golden hour light shafts.[DEPTH_COLOR]: Abyssal blue shade, pitch black abyss, dark navy haze.
Expected Outcome Guidance: A clear conical refraction boundary at the surface (Snell's window) with light beams softening and losing brightness as they descend into deeper water.
Failure Modes & Corrective Fixes: If the deep water appears too bright or uniformly lit, add specific gradient tokens like exponential light decay with depth and opaque water density.
3. Half-Underwater (Over-Under) Refraction Split
Controls the complex optical boundary where the camera lens is positioned directly on the waterline, displaying both above-water atmospheric light and below-water refraction simultaneously.
Rationale: Half-and-half shots confuse model attention vectors. Explicitly defining the upper half vs. lower half in separate phrases prevents image bleed between atmospheric and aquatic zones.
Over-under split shot photograph, waterline cutting horizontally across the frame. Above the water: [ABOVE_WATER_SCENE] under bright sky. Below the water: [BELOW_WATER_SUBJECT] illuminated by sharp caustic light patterns and distorted water refraction at the surface meniscus. Crystal clear water-air interface line, hyper-detailed optical distortion, shot on [CAMERA_SPECIFICATIONS].
Key Variable Breakdown:
[ABOVE_WATER_SCENE]: Tropical coastline with palm trees, serene mountain lake shore, wooden dock under sun.[BELOW_WATER_SUBJECT]: Submerged tree roots resting on pebble riverbed, coral reef ledge, smooth sea floor.
Expected Outcome Guidance: A crisp meniscus line dividing the image, with undistorted atmospheric features above and refracted caustic patterns below.
Failure Modes & Corrective Fixes: If the surface line blurs or disappears, strengthen the structural anchor by placing sharp distinct waterline meniscus splitting the image horizontal center at the absolute beginning of the prompt.
4. Macro Caustic Lens Refraction on Submerged Objects
Renders close-up optical caustics wrapping around complex 3D geometry with realistic magnification and chromatic edge distortion.
Rationale: Directing Flux to render close-up geometry under water requires explicit instructions for edge wrapping, shadow integration, and subtle chromatic aberration caused by liquid lenses.
Macro photograph of [SUBMERGED_OBJECT] sitting under [WATER_DEPTH_CM] cm of clear moving water. Intricate, moving caustic light network wrapping dynamically around the contours of the object. Subtle refractive edge distortion, chromatic aberration along high-contrast caustic lines, hyper-realistic texture detail, sharp focal plane, shallow depth of field, [LIGHTING_SETUP].
Key Variable Breakdown:
[SUBMERGED_OBJECT]: Ancient bronzed coin, polished sea glass, submerged human hand, smooth river agate.[WATER_DEPTH_CM]: 5, 10, 20.[LIGHTING_SETUP]: Direct midday sunlight, hard directional spotlight, warm solar ray beam.
Expected Outcome Guidance: High-definition macro shot showing bright caustic lines adhering realistically to the curves and textures of the object rather than projecting flatly.
Failure Modes & Corrective Fixes: If the object looks dry with a water overlay, insert wet surface sheen and refraction wrapping around three-dimensional surface geometry.
5. Turbid Water Dynamic Dispersion
Simulates optical caustics passing through non-clear water (e.g., rivers, coastal zones with sediment, or stirred silt), where light scatters unevenly.
Rationale: Introduces scattering particles into the prompt conditioning matrix to break up sharp linear caustics into diffused, organic light clumps.
Underwater wide shot in [WATER_TYPE] filled with suspended silt particles. Direct light rays passing through surface waves, casting soft, dispersed caustic patterns onto the muddy riverbed. High volumetric ray scattering, warm murky [WATER_COLOR] atmosphere, realistic optical diffusion, detailed aquatic environment, photorealistic style.
Key Variable Breakdown:
[WATER_TYPE]: Brackish estuary, slow-moving river, churned ocean surf.[WATER_COLOR]: Amber green, tea-colored, muddy golden brown.
Expected Outcome Guidance: Soft, hazy light shafts with glowing dust/silt particles and gently blurred caustics on the bottom substrate.
Failure Modes & Corrective Fixes: If the image becomes overly muddy and loses all light definition, re-introduce contrast using high-contrast sunbeams piercing turbid haze.
Frequently Asked Questions
How does Flux handle negative prompts for liquid optics?
Flux 2 Ultra relies heavily on flow-matching transformers, which process positive descriptive context much more effectively than negative prompt constraints. Rather than using negative tokens like ugly, low quality, flat water, clearly describe the physical state you want to see (e.g., crisp refractive boundary, sharp volumetric caustic focus).
Why do my caustic patterns look like a flat two-dimensional texture overlay?
This happens when the prompt lacks explicit spatial separation between the medium boundary (the surface) and the intercepting plane (the bottom). Always define the light source, the surface motion type, and the receiving surface material as distinct steps in your prompt balance.
What tokens best trigger Snell's Window in Flux?
The phrase Snell's window distortion combined with total internal reflection at the water boundary looking up works best to prompt Flux to draw the circular edge where the sky compressively refracts into the underwater hemisphere.
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