Explore AI generated designs, images, art and prompts by top community artists and designers.
Create a professional and modern background for cybersecurity presentations. The design should be minimalist , technological , and aesthetically strict. Use neutral yet expressive colors (shades of gray , blue , white , and subtle red accents inspired by the colors of the Russian flag). The background should contain a seamless pattern of repeated names of domestic cybersecurity solution classes (SIEM , IDS/IPS , DLP , NDR , PAM , EDR , DBF , Secure OS , Firewall , VPN , Secure Boot) in small , light gray font. These elements should be semi-transparent or slightly blurred so as not to distract from the main content while adding depth and a technological feel to the background. The design should be corporate and presentable , suitable for use in PowerPoint and other professional slide creation tools. The background should remain easily readable , providing enough space for text and graphics without excessive visual noise. Ensure all abbreviations are fully spelled out and not distorted or missing letters." ,
Create a professional and modern background for cybersecurity presentations. The design should be minimalist , technological , and aesthetically strict. Use neutral yet expressive colors (shades of gray , blue , white , and subtle red accents inspired by the colors of the Russian flag). The background should contain a seamless pattern of repeated names of domestic cybersecurity solution classes (SIEM , IDS/IPS , DLP , NDR , PAM , EDR , DBF , Secure OS , Firewall , VPN , Secure Boot) in small , light gray font. These elements should be semi-transparent or slightly blurred so as not to distract from the main content while adding depth and a technological feel to the background. The design should be corporate and presentable , suitable for use in PowerPoint and other professional slide creation tools. The background should remain easily readable , providing enough space for text and graphics without excessive visual noise. Ensure all abbreviations are fully spelled out and not distorted or missing letters. ,
A futuristic female android , resembling Motoko Kusanagi , stands in a cyberpunk cityscape , illuminated by neon lights. Her synthetic skin is sleek yet human-like , with subtle mechanical seams revealing her artificial nature. Her eyes glow with a melancholic , almost human depth , as if lost in thought. Around her , digital fragments dissolve into the air , symbolizing her existential struggle. The background features a contrast of darkness and radiant light , representing her confinement between the void and illumination. A poetic , dreamlike atmosphere pervades the scene , capturing the essence of a being caught between machine and soul." ,
The oracle of waters by Ross Tran and Claude Monet , oil on canvas. The road to valhalla , art by Claude Monet , art by Tommaso Masaccio , Flowers and Lush Vegetation , art by Jan Van Eyck , art by Andrea Mantegna , art by Rembrandt Van Rijn , art by Claude Monet , art by Winslow Homer , art by Andy Warhol , art by Caspar David Friedrich , vector illustration , art by Johannes Vermeer , art by Edward Hopper ,
The road to valhalla , art by Claude Monet , art by Tommaso Masaccio , Flowers and Lush Vegetation , art by Jan Van Eyck , art by Andrea Mantegna , art by Rembrandt Van Rijn , art by Claude Monet , art by Winslow Homer , art by Andy Warhol , art by Caspar David Friedrich , vector illustration , art by Johannes Vermeer , art by Edward Hopper ,
# Fonction pour créer une sphère pour la tête def create_head(): bpy.ops.mesh.primitive_uv_sphere_add(radius=1 , location=(0 , 0 , 2)) head = bpy.context.active_object head.name = "Head" bpy.ops.object.shade_smooth() # Fonction pour créer des cylindres pour les bras et les jambes def create_limb(name , radius , height , location): bpy.ops.mesh.primitive_cylinder_add(radius=radius , depth=height , location=location) limb = bpy.context.active_object limb.name = name bpy.ops.object.shade_smooth() # Fonction pour créer un cône pour le chapeau def create_hat(): bpy.ops.mesh.primitive_cone_add(radius1=1 , radius2=0 , depth=2 , location=(0 , 0 , 3.5)) hat = bpy.context.active_object hat.name = "Hat" bpy.ops.object.shade_smooth() # Fonction pour créer une sphère pour les mains def create_hands(): bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5 , location=(1.5 , 0 , 1)) hand1 = bpy.context.active_object hand1.name = "Hand1" bpy.ops.object.shade_smooth() bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5 , location=(-1.5 , 0 , 1)) hand2 = bpy.context.active_object hand2.name = "Hand2" bpy.ops.object.shade_smooth() # Fonction pour créer des cubes pour le torse et les pieds def create_body(): bpy.ops.mesh.primitive_cube_add(size=2 , location=(0 , 0 , 0.5)) body = bpy.context.active_object body.name = "Body" bpy.ops.object.shade_smooth() def create_feet(): bpy.ops.mesh.primitive_cube_add(size=1 , location=(1 , 0 , -1)) foot1 = bpy.context.active_object foot1.name = "Foot1" bpy.ops.object.shade_smooth() bpy.ops.mesh.primitive_cube_add(size=1 , location=(-1 , 0 , -1)) foot2 = bpy.context.active_object foot2.name = "Foot2" bpy.ops.object.shade_smooth() # Appel des fonctions pour créer le personnage create_head() create_limb("RightArm" , 0.2 , 2 , (1.5 , 0 , 1)) create_limb("LeftArm" , 0.2 , 2 , (-1.5 , 0 , 1)) create_limb("RightLeg" , 0.3 , 2 , (0.5 , 0 , -1)) create_limb("LeftLeg" , 0.3 , 2 , (-0.5 , 0 , -1)) create_hat() create_hands() create_body() create_feet() ,
import bpy # Fonction pour créer une sphère pour la tête def create_head(): bpy.ops.mesh.primitive_uv_sphere_add(radius=1 , location=(0 , 0 , 2)) head = bpy.context.active_object head.name = "Head" bpy.ops.object.shade_smooth() # Fonction pour créer des cylindres pour les bras et les jambes def create_limb(name , radius , height , location): bpy.ops.mesh.primitive_cylinder_add(radius=radius , depth=height , location=location) limb = bpy.context.active_object limb.name = name bpy.ops.object.shade_smooth() # Fonction pour créer un cône pour le chapeau def create_hat(): ,
import bpy # Fonction pour créer une sphère pour la tête def create_head(): bpy.ops.mesh.primitive_uv_sphere_add(radius=1 , location=(0 , 0 , 2)) head = bpy.context.active_object head.name = "Head" bpy.ops.object.shade_smooth() # Fonction pour créer des cylindres pour les bras et les jambes def create_limb(name , radius , height , location): bpy.ops.mesh.primitive_cylinder_add(radius=radius , depth=height , location=location) limb = bpy.context.active_object limb.name = name bpy.ops.object.shade_smooth() # Fonction pour créer un cône pour le chapeau def create_hat(): bpy.ops.mesh.primitive_cone_add(radius1=1 , radius2=0 , depth=2 , location=(0 , 0 , 3.5)) hat = bpy.context.active_object hat.name = "Hat" bpy.ops.object.shade_smooth() # Fonction pour créer une sphère pour les mains def create_hands(): bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5 , location=(1.5 , 0 , 1)) hand1 = bpy.context.active_object hand1.name = "Hand1" bpy.ops.object.shade_smooth() bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5 , location=(-1.5 , 0 , 1)) hand2 = bpy.context.active_object hand2.name = "Hand2" bpy.ops.object.shade_smooth() # Fonction pour créer des cubes pour le torse et les pieds def create_body(): bpy.ops.mesh.primitive_cube_add(size=2 , location=(0 , 0 , 0.5)) body = bpy.context.active_object body.name = "Body" bpy.ops.object.shade_smooth() def create_feet(): bpy.ops.mesh.primitive_cube_add(size=1 , location=(1 , 0 , -1)) foot1 = bpy.context.active_object foot1.name = "Foot1" bpy.ops.object.shade_smooth() bpy.ops.mesh.primitive_cube_add(size=1 , location=(-1 , 0 , -1)) foot2 = bpy.context.active_object foot2.name = "Foot2" bpy.ops.object.shade_smooth() # Appel des fonctions pour créer le personnage create_head() create_limb("RightArm" , 0.2 , 2 , (1.5 , 0 , 1)) create_limb("LeftArm" , 0.2 , 2 , (-1.5 , 0 , 1)) create_limb("RightLeg" , 0.3 , 2 , (0.5 , 0 , -1)) create_limb("LeftLeg" , 0.3 , 2 , (-0.5 , 0 , -1)) create_hat() create_hands() create_body() create_feet() ,