Ocean Wave Crashing Rocks VFX Prompt

About Prompt

  • Prompt Type – Dynamic
  • Prompt Platform – ChatGPT, Grok, Deepseek, Gemini, Copilot, Midjourney, Meta AI and more
  • Niche – Marine Scenes
  • Language – English
  • Category – Water Simulation
  • Prompt Title – Ocean Wave Crashing Rocks VFX Prompt

Prompt Details

Of course. Here is an optimized, dynamic AI prompt template for generating Ocean Wave Crashing Rocks VFX, designed for water simulation in the Marine Scenes niche. This is followed by a detailed breakdown of its components and a practical example.

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### **Optimized Dynamic AI Prompt for Ocean Wave Crashing Rocks VFX**

This prompt is structured as a dynamic template. The sections are designed to be filled in with specific details to guide the AI, whether it’s a text-to-image generator, a text-to-video model, or a 3D simulation engine’s natural language input. The placeholders, indicated by `[brackets]`, should be replaced with your desired parameters.

### **The Dynamic Prompt Template**

**(VFX Water Simulation: [Scene Nickname/Identifier])**

**1. Core Subject & Action:**
VFX water simulation of a powerful, energetic [Wave Type] ocean wave crashing with immense force against a [Rock Formation Type]. The primary action is the moment of impact and the subsequent explosive dispersal of water.

**2. Wave & Water Physics:**
* **Wave Characteristics:** The wave is [Wave Size] and approaches with a [Wave Speed]. Its form is a [Wave Form] with a [Wave Crest Detail] crest. The wave’s energy should be visibly [Energy Level].
* **Water Properties:** The water is [Water Clarity/Color], with [Subsurface Scattering Level] subsurface scattering. The surface texture is [Surface Texture], showing [Secondary Surface Details].
* **Secondary Effects (Particle Simulation):** Generate hyper-realistic secondary particle effects. The impact creates [Spray/Mist Amount] of atomized spray and fine mist that hangs in the air. Produce [Foam/Whitewater Detail] of turbulent, aerated foam and whitewater with complex, multi-layered bubbling and dissipation. The primary splash is a [Splash Height/Shape] plume of water, with smaller, cascading [Tertiary Effects like Rivulets/Sheeting] running down the rock faces.

**3. Rock Formation & Interaction:**
* **Rock Details:** The rocks are composed of [Rock Material/Color] (e.g., dark volcanic basalt, granite, layered sandstone) with a [Rock Texture] (e.g., jagged and sharp, smooth and water-worn, craggy with crevices). The overall formation is a [Formation Shape] (e.g., monolithic sea stack, rugged coastline cliff, low-lying reef).
* **Interaction Physics:** The water should realistically [Interaction Verb] (e.g., envelop, shatter against, flow over) the rock surfaces. The impact should create [Interaction Effect] (e.g., deep reverberating booms, sharp percussive cracks). The rocks should have a visible [Wetness/Algae Detail] (e.g., glistening wet sheen, patches of green algae, colonies of barnacles) that interacts with the light and the cascading water.

**4. Environmental Context & Lighting:**
* **Time of Day & Atmosphere:** The scene is set during a [Time of Day] under [Weather Conditions]. The atmosphere is thick with [Atmospheric Element], affecting light diffusion.
* **Sky & Horizon:** The sky is filled with [Sky Description]. The horizon is [Horizon Line Detail].
* **Lighting:** The primary light source is the [Light Source]. The light quality is [Light Quality] (e.g., hard and direct, soft and diffused), creating [Shadow Detail] (e.g., long, dramatic shadows; soft, muted shadows). The scene features strong [Reflections/Caustics Detail] on the water surface and wet rocks, with volumetric lighting catching the airborne spray and mist.

**5. Camera & Composition:**
* **Camera Shot:** A [Camera Angle], [Camera Distance] shot using a [Lens Type] lens.
* **Composition:** The frame is composed using the [Compositional Rule] (e.g., rule of thirds, golden ratio, leading lines). The primary focal point is the [Focal Point].
* **Motion (for video/simulation):** The camera executes a [Camera Movement] (e.g., slow-motion track, dramatic push-in, static tripod shot). The action is captured at [Frame Rate/Shutter Speed effect] (e.g., 120fps for slow motion, long exposure for motion blur).

**6. Style & Rendering:**
* **Artistic Style:** [Artistic Style] (e.g., Photorealistic, cinematic hyperrealism, epic fantasy, dramatic naturalism).
* **Render Quality:** Rendered in a style emulating a high-end engine like [Render Engine] (e.g., Unreal Engine 5, Houdini’s Mantra, V-Ray, Octane). The final output should be [Resolution/Quality] (e.g., 8K resolution, IMAX quality, ultra-high fidelity).
* **Color Grading:** The overall color palette is dominated by [Dominant Colors] with a [Color Temperature] cast and [Contrast Level] contrast.
* **Negative Prompt (Exclusions):** Exclude blurry textures, unrealistic physics, cartoony water, flat lighting, repeating patterns, artifacts.

### **Best Practices and Explanation of Components**

This dynamic prompt is engineered to be specific and detailed, reducing ambiguity and giving the AI precise instructions.

1. **Core Subject & Action:** This sets the stage immediately. It defines the main “actors” (wave, rocks) and the central “verb” (crashing).
2. **Wave & Water Physics:** This is the most critical section for a water simulation.
* **Wave Characteristics:** Instead of just “wave,” you define its type (“plunging breaker,” “spilling wave”), size (“colossal,” “10-foot”), speed (“fast-moving,” “slow, heavy swell”), and form. This sculpts the main element of the simulation.
* **Water Properties:** Clarity and color (“crystal clear turquoise,” “murky deep blue with sediment”) are crucial for the look. Subsurface scattering is a key rendering term that tells the AI how light penetrates the water, which is vital for realism.
* **Secondary Effects:** This is where you get incredible detail. By explicitly asking for “atomized spray,” “aerated foam,” and “cascading rivulets,” you are prompting the AI to generate the complex particle effects that sell the illusion of a powerful impact.
3. **Rock Formation & Interaction:** The wave is only half the story. The object it hits is equally important.
* **Rock Details:** Specifying material, texture, and shape gives the AI a concrete object to work with. Basalt interacts with water differently than sandstone.
* **Interaction Physics:** Defining *how* the water interacts (“shatter against” vs. “flow over”) and the resulting effect on the rock surface (glistening sheen, algae) adds another layer of physical realism.
4. **Environmental Context & Lighting:** This section sets the mood and determines how every surface is rendered.
* **Lighting:** Using terms like “soft and diffused” vs. “hard and direct,” and requesting specific effects like “volumetric lighting” and “caustics,” provides the AI with professional-grade instructions used by 3D artists.
5. **Camera & Composition:** This moves your prompt from a simple description to a directed “shot.”
* **Camera Shot:** A “low-angle” shot makes the wave look immense and threatening. A “telephoto lens” compresses the scene, while a “wide-angle lens” exaggerates perspective. This is how you control the narrative and emotion of the scene.
6. **Style & Rendering:** This final section defines the aesthetic and technical quality.
* **Artistic Style:** Clearly state the desired look, from pure realism to something more stylized.
* **Render Quality:** Referencing specific render engines gives the AI a powerful stylistic and quality target. Asking for “8K resolution” ensures a high-detail output.
* **Negative Prompt:** Explicitly telling the AI what to avoid is a powerful way to refine the output and prevent common AI flaws.

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### **Example Prompt in Practice**

Here is the template filled out for a specific, dramatic scene.

**(VFX Water Simulation: “Stormy Sunset at the Basalt Needles”)**

**1. Core Subject & Action:**
VFX water simulation of a powerful, energetic plunging breaker ocean wave crashing with immense force against a series of jagged volcanic sea stacks. The primary action is the moment of impact and the subsequent explosive dispersal of water.

**2. Wave & Water Physics:**
* **Wave Characteristics:** The wave is colossal, 20 meters high, and approaches with a fast, unstoppable momentum. Its form is a perfect, tubing plunging breaker with a translucent, backlit crest throwing a shadow before it. The wave’s energy should be visibly chaotic and destructive.
* **Water Properties:** The water is a deep, churning North Atlantic blue-grey, filled with suspended sediment. It has moderate subsurface scattering visible only in the wave’s crest. The surface texture is choppy and wind-swept, showing smaller interfering wavelets and wind streaks.
* **Secondary Effects (Particle Simulation):** Generate hyper-realistic secondary particle effects. The impact creates an immense cloud of atomized spray and fine mist that is caught and illuminated by the sunset. Produce thick, complex layers of turbulent, aerated foam and whitewater with detailed bubbling and a slow dissipation rate. The primary splash is a 50-meter-high, explosive plume of water, with smaller, cascading waterfalls and rivulets sheeting down the dark rock faces.

**3. Rock Formation & Interaction:**
* **Rock Details:** The rocks are composed of dark, wet volcanic basalt, with a jagged and sharp texture featuring vertical columnar joints. The overall formation is a cluster of monolithic sea stacks, or “needles,” rising sharply from the sea.
* **Interaction Physics:** The water should realistically shatter against the rock surfaces. The impact should create deep, reverberating booms felt through the scene. The rocks should have a visible glistening wet sheen, with patches of dark green algae visible just above the waterline, which get blasted by the spray.

**4. Environmental Context & Lighting:**
* **Time of Day & Atmosphere:** The scene is set during a dramatic golden hour sunset amidst a clearing storm. The atmosphere is thick with sea salt spray and lingering rain, creating a hazy, cinematic effect.
* **Sky & Horizon:** The sky is filled with dark, turbulent storm clouds breaking on the horizon to reveal a sliver of intense, fiery orange and crimson sunset. The horizon line is obscured by mist and the rough sea.
* **Lighting:** The primary light source is the low-setting sun. The light quality is a dramatic, high-contrast mix of warm, direct light on one side and cool, ambient light from the storm clouds. This creates long, dramatic shadows. The scene features strong specular reflections on the water surface and wet rocks, with intense volumetric lighting catching the airborne spray, making it glow orange.

**5. Camera & Composition:**
* **Camera Shot:** A low-angle, medium-distance shot using a 35mm wide-angle lens to exaggerate the scale of the wave and rocks.
* **Composition:** The frame is composed using the rule of thirds, with the main sea stack and the point of impact placed on the right-hand power point. The curve of the incoming wave acts as a leading line. The primary focal point is the explosive moment of water hitting the rock.
* **Motion (for video/simulation):** The camera executes a very slow, subtle push-in to heighten the drama. The action is captured at 120fps for an epic slow-motion effect.

**6. Style & Rendering:**
* **Artistic Style:** Cinematic hyperrealism, aiming for the dramatic naturalism seen in a BBC nature documentary.
* **Render Quality:** Rendered in a style emulating Unreal Engine 5’s Lumen and Nanite systems for maximum detail and realistic lighting. The final output should be 8K resolution, IMAX quality.
* **Color Grading:** The overall color palette is dominated by deep blues, greys, and a fiery orange/red from the sunset. It has a warm color temperature cast from the sun, but with very high contrast between light and shadow.
* **Negative Prompt (Exclusions):** Exclude blurry textures, unrealistic physics, cartoony water, flat lighting, repeating patterns, digital artifacts, symmetrical splashes.