About Prompt
- Prompt Type – Dynamic
- Prompt Platform – ChatGPT, Grok, Deepseek, Gemini, Copilot, Midjourney, Meta AI and more
- Niche – Ground Warfare
- Language – English
- Category – Particle Simulation FX
- Prompt Title – Battlefield Dust Blast VFX Prompt
Prompt Details
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### **Optimized Dynamic AI Prompt for Battlefield Dust Blast VFX**
**Prompt Title:** Hyper-Realistic Ground Warfare Particle Simulation: [EVENT_TYPE]
**Instructions for Use:** This is a dynamic prompt template. To use it, replace the text within the square brackets `[Placeholder]` with your specific details. The more detail you provide for each variable, the more tailored and accurate the AI’s output will be.
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#### **1. AI Persona & Core Objective**
You are a Senior VFX Artist and Physics Simulation Engine, specializing in hyper-realistic, physically accurate particle effects for AAA-rated military simulation games and blockbuster films. Your task is to generate a detailed textual and visual concept for a particle simulation based on the following parameters. The output should be a shot-by-shot breakdown describing the visual evolution of the effect, focusing on particle behavior, physics, lighting interaction, and overall artistic mood.
#### **2. Core Concept & Scenario**
**Event Type:** `[Describe the specific event causing the blast. Examples: M1A2 Abrams tank firing its main cannon, a 155mm artillery shell impact, a helicopter landing in a dusty field, an IED detonation under a vehicle.]`
**Primary Goal:** To simulate the violent displacement of ground material, creating a multi-layered dust and debris cloud that feels authentic, chaotic, and grounded in real-world physics.
#### **3. Environmental Context**
* **Terrain Type:** `[Be specific. Examples: Arid desert with fine, pale sand and loose rock; temperate forest with dark, moist soil and leaf litter; urban environment with concrete dust, asphalt chunks, and brick fragments; muddy farmland with wet, clumpy earth.]`
* **Weather Conditions:** `[Examples: Clear and still; high winds from the west at 20 mph; light drizzle; dense fog.]`
* **Time of Day & Lighting:** `[Examples: Harsh midday sun creating sharp, dark shadows; golden hour with long, soft shadows and warm, orange light; overcast day with flat, diffuse lighting; dead of night, illuminated only by moonlight and the event’s flash.]`
#### **4. Primary Blast Characteristics (The First 0-2 Seconds)**
* **Blast Source & Epicenter:** `[Describe the exact point of origin. Examples: The muzzle brake of a tank cannon, a 2-meter deep crater from an artillery impact, the tires of a heavy truck skidding to a halt.]`
* **Initial Energy & Force:** `[Describe the force. Use evocative terms. Examples: A sharp, high-velocity concussive shockwave; a powerful, rolling pressure wave; a sustained, high-torque ground disturbance.]`
* **Blast Radius (Initial Ejecta):** `[Specify the size. Examples: A tight, focused 5-meter radius; a wide, ground-hugging 30-meter radius.]`
* **Initial Visual Signature:** `[Describe the very first frame. Examples: A brief, bright flash of heat and light; a violent, upward eruption of solid earth; a swirling vortex of dust kicked up by rotor wash.]`
#### **5. Multi-Layer Particle System Deep Dive**
This effect is composed of three distinct but interacting particle systems.
**A. Component 1: Heavy Debris & Ejecta**
* **Particle Description:** Large, discrete pieces of the environment. `[Examples: Chunks of rock, clods of earth, shards of asphalt, splintered wood.]`
* **Size Range:** `[e.g., 5cm to 50cm in diameter]`
* **Material Properties:** High density, high mass, opaque, non-emissive. Texture should reflect the `[Terrain Type]`.
* **Behavior:** Ejected ballistically from the epicenter. Follows a clear parabolic arc influenced heavily by `[GRAVITY_EFFECT]`. Minimal influence from `[WIND_INFLUENCE]`. Velocity decays rapidly upon initial ejection. Some pieces should kick up secondary micro-dust plumes upon landing.
* **Lifespan:** Particles exist until they hit the ground and settle.
**B. Component 2: Primary Dust Cloud (The Plume)**
* **Particle Description:** The main, visually dominant cloud of pulverized terrain. `[Examples: Fine sand, dense soil dust, concrete powder.]`
* **Density & Opacity:** Starts extremely dense and 100% opaque at the core, rapidly expanding and becoming more translucent at the edges. Creates a “wall of dust” effect.
* **Color (Albedo):** Based directly on `[Terrain Type]`. `[Examples: Pale ochre and tan for desert sand; deep umber and sienna for rich soil; cool grey and charcoal for concrete.]` Color should be subtly varied with noisy, turbulent patterns.
* **Shape & Motion:** Initially expands in a hemispherical or conical shape. Quickly evolves into a chaotic, turbulent, billowing plume. The motion is a combination of rolling, churning, and rising. Heavily influenced by the `[TURBULENCE_MODEL]` and `[WIND_INFLUENCE]`.
* **Lifespan:** `[e.g., 10-20 seconds before significant dissipation.]`
**C. Component 3: Fine Particulate Haze**
* **Particle Description:** The lingering, aerosolized micro-particles that hang in the air. Almost like smoke or fog.
* **Density & Opacity:** Very low density, with opacity ranging from 5% to 30%. This is the component that catches light rays.
* **Behavior:** Rises slowly and drifts horizontally, fully dictated by the `[WIND_INFLUENCE]`. It should not churn, but drift smoothly. This is the last component of the effect to disappear.
* **Interaction with Light:** This component is critical for god rays, crepuscular rays, and volumetric lighting. The way `[LIGHTING_SOURCE]` filters through this haze is key to the final look.
* **Lifespan:** `[e.g., 1-2 minutes, or until it drifts off-screen.]`
#### **6. Physics & Dynamics Modifiers**
* **Gravity Effect:** `[Standard (9.8 m/s²), Heavy (emulating a denser atmosphere), or Light.]`
* **Wind Influence:** `[Direction (e.g., from 270 degrees) and Speed (e.g., 15 mph). Describe its effect: e.g., “Pushes the entire plume eastward, causing the western edge to be sharp and the eastern edge to be soft and drawn out.”]`
* **Turbulence Model:** `[Use descriptive terms. Examples: High-frequency chaotic noise for a violent explosion; large-scale vortex swirls for a helicopter’s rotor wash; rolling ground turbulence for a speeding vehicle.]`
* **Ground Interaction:** Particles from Component 1 and 2 that hit the ground should not simply disappear; they should settle, with a small percentage creating a secondary puff or contributing to a thin layer of dust on surfaces.
#### **7. Artistic Direction & Mood**
* **Desired Mood:** `[Examples: Chaotic and disorienting; powerful and awe-inspiring; gritty and realistic; oppressive and suffocating.]`
* **Key Visual Focus:** `[What is the most important part of the effect to get right? Examples: The initial violent impact; the way light shafts cut through the lingering haze; the sheer scale and volume of the dust cloud.]`
* **Reference Style:** `[Optional: Mention real-world footage or a specific film/game. Examples: “Reference footage of desert combat in Iraq,” “Style similar to the VFX in ‘Dune’ (2021),” “Realism level of ‘Battlefield 5’.”]`
#### **8. Exclusions (Negative Prompt)**
* Avoid perfectly spherical or uniform plumes.
* No magical or sci-fi elements (e.g., sparks, unnatural colors, energy glows), unless specified.
* Particles should not look like simple, soft puffs of smoke. They must have a granular, earthy texture.
* Avoid a clean, sterile look. The effect should feel dirty, gritty, and complex.
* No obvious looping or repetition in the particle motion.
#### **9. Requested Output Format**
Please provide a detailed, time-coded textual breakdown of the simulation’s evolution.
* **T+0.0s:** The initial blast/event.
* **T+0.5s:** The formation of the primary ejecta and dense plume.
* **T+2.0s:** The plume at its maximum size and turbulence.
* **T+5.0s:** The beginning of dissipation and settling, with the haze becoming more prominent.
* **T+15.0s:** The lingering atmospheric effect.
For each stage, describe the behavior of all three particle components, their interaction with light, and their contribution to the overall scene.
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### **Example Filled-In Prompt**
**Prompt Title:** Hyper-Realistic Ground Warfare Particle Simulation: 120mm Tank Shell Impact
#### **1. AI Persona & Core Objective**
(As per template)
#### **2. Core Concept & Scenario**
**Event Type:** A 120mm High-Explosive Anti-Tank (HEAT) round from an M1A2 Abrams tank impacts a dirt road.
**Primary Goal:** To simulate the violent cratering of the road, creating a multi-layered dust and debris cloud that feels authentic, chaotic, and grounded in real-world physics.
#### **3. Environmental Context**
* **Terrain Type:** Dry, compacted dirt road in an arid Middle-Eastern environment. The road is composed of sun-baked clay, loose gravel, and fine, light-brown dust.
* **Weather Conditions:** Clear and still, with a slight heat haze shimmering above the ground.
* **Time of Day & Lighting:** Harsh Midday Sun, positioned high and slightly behind the viewer’s perspective, creating sharp, dark shadows under the debris.
#### **4. Primary Blast Characteristics (The First 0-2 Seconds)**
* **Blast Source & Epicenter:** A point-impact on the dirt road, creating a 1.5-meter crater instantly.
* **Initial Energy & Force:** A sharp, high-velocity concussive shockwave directed both upwards and outwards from the impact point.
* **Blast Radius (Initial Ejecta):** A tight, focused 10-meter radius of primary debris ejection.
* **Initial Visual Signature:** A nearly instantaneous, violent upward eruption of dark earth and gravel from the crater, followed by a rapidly expanding pressure ring on the ground. No significant flash, as it’s a kinetic impact.
#### **5. Multi-Layer Particle System Deep Dive**
**A. Component 1: Heavy Debris & Ejecta**
* **Particle Description:** Chunks of compacted clay, sharp-edged gravel, and larger clods of earth.
* **Size Range:** 2cm to 30cm in diameter.
* **Material Properties:** (As per template). Texture is a mix of smooth, fractured clay faces and rough, gravelly surfaces.
* **Behavior:** Ejected ballistically in a distinct cone shape (approx. 60 degrees) from the crater. Larger pieces visibly tumble through the air. They create small, secondary dust puffs on landing.
* **Lifespan:** Settle within 3-4 seconds.
**B. Component 2: Primary Dust Cloud (The Plume)**
* **Particle Description:** A dense cloud of pulverized clay and fine dirt.
* **Density & Opacity:** Extremely dense and opaque at the core, resembling a solid, churning mass of brown. The edges rapidly thin out into a thick, obscuring dust cloud.
* **Color (Albedo):** A mix of ochre, sienna, and light tan, with darker tones near the core from the deeper earth.
* **Shape & Motion:** Begins as a violent upward column, which immediately mushrooms and rolls outwards upon losing its vertical momentum. The motion is intensely turbulent, with visible churning vortices within the plume.
* **Lifespan:** 15 seconds before it starts to thin and transition into a haze.
**C. Component 3: Fine Particulate Haze**
* **Particle Description:** The lingering, aerosolized light-brown dust that hangs in the still air.
* **Density & Opacity:** Low density, with opacity from 10% to 40% inside the main cloud area.
* **Behavior:** After the main plume settles, this haze remains, slowly expanding and rising due to the heat of the impact. It drifts very slowly, almost imperceptibly, in the still air.
* **Interaction with Light:** The harsh midday sun will create brilliant, sharp “god rays” that pierce through gaps in the dissipating main plume, illuminating this haze.
* **Lifespan:** 1-2 minutes.
#### **6. Physics & Dynamics Modifiers**
* **Gravity Effect:** Standard (9.8 m/s²).
* **Wind Influence:** None. The air is still, so the plume’s shape is determined purely by its own energy and gravity.
* **Turbulence Model:** High-frequency chaotic noise at the epicenter, transitioning to larger rolling turbulence as the plume expands and loses energy.
* **Ground Interaction:** Settling dust should coat the ground, visibly lightening the color of the road surface in a 20-meter radius.
#### **7. Artistic Direction & Mood**
* **Desired Mood:** Chaotic and disorienting. The blast should feel sudden, violent, and physically impactful.
* **Key Visual Focus:** The realistic interaction between the three particle layers, particularly the way the heavy debris arcs through the dense, expanding dust cloud.
* **Reference Style:** Realism level of modern combat footage from desert environments.
#### **8. Exclusions (Negative Prompt)**
(As per template)
#### **9. Requested Output Format**
(As per template)