Perspective Prompts: Viewpoint and Vanishing Points - Nano Banana 2

The simplest control is where the camera sits relative to the subject. Eye level is the default and mostly gets assumed if you say nothing. Low angle, looking up, makes things loom and reads as power or threat. High angle, looking down, shrinks the subject and reads as vulnerability or overview.

The extremes have their own names and they work. Worm’s eye view puts you on the ground looking almost straight up, with heavy convergence in the verticals — buildings leaning inward, a figure towering. Bird’s eye view puts you well above looking down at an angle. Top-down, overhead or flat lay means straight down, ninety degrees, no convergence at all, which is a genuinely different geometry rather than a steeper bird’s eye. If you want the flat-lay look, say overhead or top-down; “bird’s eye” will keep giving you a tilt.

Three-point adds a vertical vanishing point and is what you actually get with an extreme low or high angle. Naming it explicitly reinforces that lean rather than fighting it.

Isometric is the opposite request: no vanishing point at all, parallel lines stay parallel, everything the same size regardless of distance. It is well understood by models and produces that clean diorama look familiar from game art and technical illustration. Related terms — orthographic, axonometric, flat projection — pull in the same direction. Note that isometric fights hard with photographic language; ask for an isometric photograph and you will get a muddle.