About Prompt
- Prompt Type – Dynamic
- Prompt Platform – ChatGPT, Grok, Deepseek, Gemini, Copilot, Midjourney, Meta AI and more
- Niche – Realistic Simulation
- Language – English
- Category – Object FX
- Prompt Title – Glass Shatter VFX Prompt
Prompt Details
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### **Optimized Dynamic AI Prompt for Realistic Glass Shatter VFX**
This prompt is designed as a modular template. You can customize each variable to generate a vast array of specific and high-fidelity glass shatter simulations. The structure prioritizes a logical flow, starting with the core subject and layering in physics, environment, lighting, and cinematic details.
#### **I. The Dynamic Prompt Template**
Copy and paste the following structure, filling in the `[BRACKETED_VARIABLES]` with your specific details.
“`
/imagine prompt:
**Primary Subject:** A hyper-realistic, physically-accurate simulation of a [OBJECT_TYPE_AND_MATERIAL] shattering.
**Action & Catalyst:** The shatter is initiated by a [IMPACT_SOURCE_AND_DYNAMICS]. The moment of impact is captured in extreme detail, showing the initial stress fractures and energy transfer.
**Shatter Physics & Pattern:** The glass breaks with a [SHATTER_PATTERN_AND_PHYSICS] pattern. Describe the resulting fragments: [FRAGMENT_DESCRIPTION]. The motion of the shards is governed by realistic physics, including [FORCES_IN_PLAY].
**Environment & Staging:** The event takes place in/on a [ENVIRONMENTAL_CONTEXT]. The background is [BACKGROUND_DETAILS], providing context and affecting reflections.
**Lighting & Atmosphere:** The scene is illuminated by a [LIGHTING_SETUP]. This lighting creates [LIGHTING_EFFECTS_ON_GLASS] on the shards and fragments. The atmosphere has [ATMOSPHERIC_ELEMENTS].
**Cinematography & Framing:** Captured with a cinematic [CAMERA_ANGLE_AND_FRAMING]. The shot uses a [LENS_TYPE] to achieve a [DEPTH_OF_FIELD_EFFECT]. The entire sequence is filmed in [MOTION_EFFECT].
**Aesthetic & Render Quality:** The final image must be of the highest quality. Style keywords: photorealistic, hyper-realistic, 8K resolution, intricate detail, physically-based rendering (PBR), cinematic color grading, Unreal Engine 5 / Octane Render / V-Ray quality.
**Negative Prompts (for platforms that support it):** –no cartoon, illustration, 2D, anime, blurry, low-resolution, unrealistic physics, floating shards, uniform patterns, CGI look, video game graphics.
“`
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#### **II. Deconstruction and Explanation of Variables**
This section explains how to effectively use each variable in the template to control the AI’s output.
* **`[OBJECT_TYPE_AND_MATERIAL]`**
* **Purpose:** Defines the core object and its physical properties, which heavily influences the shatter pattern.
* **Examples:** “sheet of thick, single-pane plate glass,” “delicate, crystal-cut wine glass,” “tempered safety glass car window,” “gorilla glass smartphone screen,” “heavy, ornate glass chandelier.”
* **`[IMPACT_SOURCE_AND_DYNAMICS]`**
* **Purpose:** Describes the cause of the shatter. The speed, size, and type of impact are crucial for realism.
* **Examples:** “high-velocity 9mm bullet piercing the center,” “slow-motion impact from a heavy steel ball,” “a sudden, high-frequency sonic wave,” “a thrown brick making off-center contact,” “internal stress from rapid thermal change.”
* **`[SHATTER_PATTERN_AND_PHYSICS]`**
* **Purpose:** This is the core of the simulation. Be extremely specific about how the glass breaks.
* **Examples:** “radial and concentric fracture pattern originating from the impact point,” “dicing into thousands of small, cubical, relatively harmless fragments (for tempered glass),” “creating long, razor-sharp, dagger-like shards (for plate glass),” “exploding outwards in a violent shower of micro-fragments.”
* **`[FRAGMENT_DESCRIPTION]`**
* **Purpose:** Adds detail to the pieces post-shatter.
* **Examples:** “a mix of large, curved shards and fine, glittering dust,” “tiny, pebble-like cubes of glass,” “sharp, transparent splinters that are almost invisible.”
* **`[FORCES_IN_PLAY]`**
* **Purpose:** To guide the AI on the motion of the debris.
* **Examples:** “gravity pulling the larger shards downwards in a realistic arc,” “the explosive force sending smaller pieces flying outwards,” “air resistance and slight tumbling motion on the fragments.”
* **`[ENVIRONMENTAL_CONTEXT]`**
* **Purpose:** Sets the scene and provides surfaces for interaction and reflection.
* **Examples:** “a derelict, dusty industrial warehouse,” “a clean, minimalist art gallery,” “a dark, rain-slicked city alleyway at night,” “a sunlit, modern kitchen with granite countertops.”
* **`[BACKGROUND_DETAILS]`**
* **Purpose:** Controls what is seen through and reflected in the glass.
* **Examples:** “softly blurred city lights,” “out-of-focus trees and a blue sky,” “the stark white walls of a laboratory,” “the rich texture of a brick wall.”
* **`[LIGHTING_SETUP]`**
* **Purpose:** Lighting is everything for making glass look real. Define the source, color, and quality of light.
* **Examples:** “dramatic, high-contrast chiaroscuro lighting from a single key light,” “soft, diffused ambient light from an overcast sky,” “harsh, direct sunlight creating sharp highlights and caustic patterns,” “neon blue and pink lights from city signs.”
* **`[LIGHTING_EFFECTS_ON_GLASS]`**
* **Purpose:** Describe how the light interacts with the broken pieces.
* **Examples:** “brilliant specular highlights on the sharp edges of the shards,” “complex caustic light patterns projected onto the ground,” “prismatic, rainbow-like refractions through the thicker pieces,” “subtle reflections of the environment on each fragment’s surface.”
* **`[ATMOSPHERIC_ELEMENTS]`**
* **Purpose:** Adds secondary visual elements that enhance realism.
* **Examples:** “a fine mist of suspended dust particles catching the light,” “wisps of smoke or vapor from the impact,” “visible moisture and condensation in the air,” “a subtle heat haze.”
* **`[CAMERA_ANGLE_AND_FRAMING]`**
* **Purpose:** Dictates the composition of the shot.
* **Examples:** “low-angle macro shot, looking up at the impact,” “eye-level medium shot,” “high-angle, top-down view,” “dutch angle for a sense of chaos.”
* **`[LENS_TYPE]`**
* **Purpose:** Influences perspective and focus.
* **Examples:** “100mm macro lens,” “35mm wide-angle lens,” “85mm prime portrait lens,” “telephoto lens to compress the background.”
* **`[DEPTH_OF_FIELD_EFFECT]`**
* **Purpose:** Controls what is in focus, guiding the viewer’s eye.
* **Examples:** “an extremely shallow depth of field, with only the initial impact point in sharp focus,” “a deep depth of field, keeping the background and foreground clear,” “a beautiful bokeh effect on the background lights.”
* **`[MOTION_EFFECT]`**
* **Purpose:** Describes the temporal aspect of the shot.
* **Examples:** “ultra slow motion (1000 frames per second),” “a high-speed shutter effect freezing every particle mid-air,” “subtle motion blur on the fastest-moving fragments to convey speed.”
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### **III. Example Prompt in Practice**
Here is a complete, ready-to-use prompt generated from the template. This example aims to create a dramatic, cinematic shot of a lightbulb shattering.
“`
/imagine prompt:
**Primary Subject:** A hyper-realistic, physically-accurate simulation of a classic incandescent tungsten lightbulb shattering.
**Action & Catalyst:** The shatter is initiated by a high-frequency sonic wave, causing the delicate glass bulb to vibrate and then violently disintegrate from internal stress. The moment of implosion-then-explosion is captured in extreme detail.
**Shatter Physics & Pattern:** The glass breaks with a complex crystalline fracture pattern. Describe the resulting fragments: a cloud of extremely fine, sharp, glittering dust mixed with larger, curved shards of the bulb’s main body. The motion of the shards is governed by realistic physics, including the initial inward collapse from the vacuum followed by an explosive outward burst, with shards tumbling through the air.
**Environment & Staging:** The event takes place in a dark, dusty workshop. The background is a rustic wooden workbench with blurred tools and machine parts, providing context and affecting reflections.
**Lighting & Atmosphere:** The scene is illuminated only by the brilliant, final flash of the tungsten filament as it burns out upon contact with the air. This lighting creates intense, short-lived specular highlights on the sharp edges of the flying glass. The atmosphere has visible airborne dust particles illuminated by the filament’s final flash.
**Cinematography & Framing:** Captured with a cinematic side-profile macro shot. The shot uses a 100mm macro lens to achieve an extremely shallow depth of field, with only the filament and the closest shards in perfect focus. The entire sequence is filmed in ultra slow motion (5000 frames per second), freezing the cloud of glass mid-air.
**Aesthetic & Render Quality:** The final image must be of the highest quality. Style keywords: photorealistic, hyper-realistic, 8K resolution, intricate detail, physically-based rendering (PBR), cinematic color grading, dramatic lighting, Unreal Engine 5 / Octane Render / V-Ray quality.
**Negative Prompts:** –no cartoon, illustration, 2D, anime, blurry, low-resolution, unrealistic physics, floating shards, uniform patterns, CGI look, video game graphics, external light sources.
“`