Nano Banana

Verified against Nano Banana / Gemini 3.1 Flash Image · 2026-08-13

Generate a clean CGI-style 3D hero render of a product for a landing page

A render-engine-vocabulary brief that pushes Nano Banana toward a polished, rendered-object look — ambient occlusion, material roughness, clean geometry — instead of its default pull toward photographic realism.

Nano Banana (Gemini 3.1 Flash Image)Gemini app5 fillable variables

The prompt

Ready to copy — highlighted parts are example details you can swap.

Act as a 3D visualization artist producing a CGI-style hero render for a landing page — not a photograph, a clean rendered object with the smooth precision of a studio 3D render.

PHASE 1 — GEOMETRY
a wireless earbuds charging case, rounded rectangular form, a precise seam line where the lid hinges open. Keep every surface, edge, and proportion clean and precise the way an actual CAD-to-render pipeline would produce them — sharp, deliberate edges where the product has them, smooth continuous curves where it doesn't, no organic photographic imperfection like dust, fingerprints, or micro-scratches unless explicitly part of the material spec below.

PHASE 2 — MATERIALS
body in matte white polymer, hinge and edge trim in brushed aluminum, charging LED as a small emissive dot. Render each material's roughness and reflectivity distinctly — a brushed-metal surface should scatter reflections into soft, elongated streaks rather than a mirror-sharp reflection, while a glossy plastic should show a tight, bright, well-defined highlight; do not render every material with the same generic shiny finish.

PHASE 3 — LIGHTING AND GLOBAL ILLUMINATION
a soft three-point studio light rig with a large diffuse key overhead and subtle bounce fill from below. Use soft, bounced ambient occlusion in every crevice and where the product meets its stage, the way real global-illumination rendering would darken contact points and corners rather than leaving every surface uniformly lit.

PHASE 4 — STAGE AND BACKGROUND
floating slightly above a simple pale-grey rendered plane, soft radial gradient background fading to white — a clean rendered environment, not a photographed backdrop, with a soft gradient or simple studio-style stage appropriate for a hero product render.

PHASE 5 — CAMERA AND COMPOSITION
a three-quarter hero angle, slightly elevated, lid open at a natural resting angle, with the product as the singular subject, generous clean space around it for landing-page text overlays if this image is later cropped or has copy placed over it.

WHAT TO AVOID
No photographic noise, no lens flare unless explicitly requested, no busy background detail competing with the product, no floating shadow disconnected from where the product actually contacts its stage.

OUTPUT
One image with the polished, precise look of a rendered 3D hero asset — the kind used on a product landing page above the fold — not a photograph of a physical object.

Customize

Optional — swap in your own details for the highlighted parts above.

Why this works

Nano Banana's training distribution skews heavily toward grounded photography, which is a genuine strength for photorealistic product shots but works against it here: without deliberate steering, the model's default pull is back toward photographic texture and imperfection rather than the clean, precise look of an actual rendered CGI asset. This prompt counters that by borrowing the specific vocabulary of a render pipeline — ambient occlusion, roughness versus reflectivity per material, CAD-precision edges — because those terms are strongly associated in the model's training data with rendered imagery specifically, not photography, and naming them shifts the output's register in a way that a vague request for "a 3D-looking image" does not reliably do. Second, specifying material behavior per surface rather than as one overall description matters because a multi-material product rendered without that distinction tends to default toward a single generic shiny finish applied uniformly, since "product render" as a category is disproportionately represented by simple glossy hero shots in training data — explicitly contrasting brushed-metal streak reflections against tight plastic highlights forces the model to differentiate rather than flatten every surface to the same look. Third, calling out ambient occlusion at contact points directly addresses a specific and common render-prompt failure: models asked for a "clean" render often over-correct into flat, uniformly bright lighting with no contact shadow at all, which reads as an object floating unnaturally rather than a grounded, physically lit render — asking for it by its actual technical name gives the model a concrete rendering behavior to reproduce instead of an ambiguous aesthetic goal.

Verified against

Nano Banana / Gemini 3.1 Flash Image Gemini 3.1 Flash Image · 2026-08-13

Changelog

  • 2026-08-13 — Initial publish, verified against Nano Banana (Gemini 3.1 Flash Image) on a multi-material electronics hero render.

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