Making impossible-geometry city dreamscapes on purpose, the cursed look is the whole point
Most of the time we fight tooth and nail for realism. Sometimes it is a lot more fun to go the other way and make something gloriously impossible. This is a city that bends and folds in on itself, and the wrongness is the entire point.
A dense downtown at dusk, skyscrapers curving and leaning over the street like they are slowly melting toward each other, a river of yellow taxis flowing through the intersection, one small figure crossing below. Every surface is photoreal, the glass, the stone, the wet asphalt, but the space they sit in is impossible. That contrast is the whole trick.
The thing that keeps it dreamlike instead of just broken is to break only the geometry and keep everything else grounded. Photoreal textures, believable lighting, real reflections, correct motion blur on the cars. If you warp all of it at once you get glitch soup that reads as an error. If the materials stay honest and only the space bends, the brain reads it as a dream, not a bug. Controlled wrongness beats random noise.
Motion seals it. A slow, floaty, slightly-too-smooth camera drift gives it dream logic, like you are moving through it rather than filming it. Realism is one lane. Deliberate impossibility is another, and honestly it is the more fun one to drive.
The one setting that decides dream vs glitch: lock the material and lighting realism high and only let the geometry/space distort, otherwise it collapses into noise. Ran it on Seedance 2.0 through an OpenAI-compatible endpoint.