31 Hours render time ⏲️ 910 MB simulation 💽... 16 cup of coffee ☕️ #c4d #cinema4d #redshift #3d #cgi #noai #space #lighting #rendering #edit #render #renderburgershow more

RenderBurger
51,173 görüntüleme • 1 yıl önce
Still learning.. #c4d #cinema4d #cgi #vfx #3d #space #render... #rendering #rendeburgershow more

RenderBurger
67,559 görüntüleme • 1 yıl önce
They said you can't do it without Houdini.. #c4d... #cinema4d #houdini #3d #cgi #space #nasa #spaceship #stars #rendering #vfx #renderburgershow more

RenderBurger
44,383 görüntüleme • 1 yıl önce
Here is a WIP of new series of simulation... that I am doing in Cinem4D #c4d #xparticles #3d #redshift #flowers #simulationshow more

RenderBurger
44,852 görüntüleme • 2 yıl önce
Directing C4D particles

RenderBurger
14,434 görüntüleme • 1 yıl önce
🚨BREAKING: The beta test of Blender Cycles on The... Render Network is going great!! With $RENDER, a rendering job by Omid Pakbin took less than 10 minutes instead of 28 hours!! This is the largest #AI / #GPU integration ever seen in the crypto space. No one will ever come close to $RENDER and here's why ✍️ With Blender 🔶 Cycles integrated on the Render Network, millions of artists from the leading open source 3D ecosystem can harness near unlimited high performance decentralized GPU cloud rendering power on Render. The tasks performed by the millions of Blender users require heavy GPU demands. These tasks will result in many $RENDER tokens being burned, as the burning mechanism is tied 1:1 to the GPU usage of the The Render Network There is literally no #AI altcoin that has the partnerships or real utility that $RENDER provides. Forget "The next $RENDER". Once this integration goes fully live, the burning numbers of $RENDER will explode and you will see the biggest fomo ever seen in crypto.show more

D0c Crypto ⭕️
15,672 görüntüleme • 1 yıl önce
MARVEL JUST PLUCKED $5,000,000 OUT OF THEIR VFX BUDGET... TO BUY OUT A 20-YEAR-OLD WHO REBUILT SPIDER-MAN IN 120 HOURS Disney spent $250,000,000 and forced 400 animators into crunch to render a masked, miserable hero. A broke student booted a single neural engine and built a maskless, overjoyed superhero in 5 days with zero render software. Marvel panicked, realized his pipeline beat their internal renders, and dropped a $5M buyout. Here is the exact technical stack that forced a $150B studio to write the check: > ZERO MOCAP HARDWARE - Driven by open-source spatial pose estimators. No physical tracking suits or clean plates required. > MID-AIR FACIAL LOCK - Locked consistent face features across high-speed lighting using a hyper-focused ControlNet depth harness. > LIQUIDATED CGI PIPELINES - Replaced 3D environments, manual keyframes, and render farms with real-time latent frame interpolation.show more

Shadow Nick
184,800 görüntüleme • 10 gün önce
3D Gaussian Splatting for Real-Time Radiance Field Rendering paper... page: Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (>= 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets.show more

AK
633,674 görüntüleme • 3 yıl önce
Created with Seedance 2.0 Prompt: A cinematic, high-contrast action... video in a stark minimalist white gallery space. A character wearing a traditional black samurai kimono, long flowing white hair, and a white Oni demon mask wields a massive, oversized Japanese calligraphy brush. The character dynamically spins and slashes the brush, leaving thick, fluid, three-dimensional black sumi-e ink strokes suspended in mid-air. The ink magically materializes into a ferocious, hyper-realistic tiger and twin massive Chinese dragons that swirl majestically around the character. Photorealistic 3D CGI, Unreal Engine 5 realism, ultra-sharp details, Unreal Engine 5 render, dramatic contrast between deep black ink and the brilliant white background. Slow-motion sweeps, dynamic tracking shots following the brush strokes, fluid particle simulation, studio lighting, 8K resolution.show more

Zyrella
22,251 görüntüleme • 2 ay önce
Blender just became a prompt box. With Kimi K3... connected through Blender MCP, you can describe a scene like this in plain English and let the model handle the ugly part: terrain, buildings, lighting, materials, camera movement, animation, and the Python scripts holding everything together. The interesting part is not the first render. Kimi can inspect the result, notice that the camera clips through a tree or the city looks suspiciously like plastic, then edit the actual Blender scene and render it again instead of restarting from zero. You still need taste, because “make it cinematic” remains one of humanity’s least useful instructions. But the distance between an empty Blender file and a fully editable 3D world just got embarrassingly small. A few years ago, creating this meant weeks of modeling, scripting, lighting, and animation. Now you can describe the world, watch Kimi build it, and spend your time fixing the final 10% instead of manually constructing the first 90%. Kimi K3 + Blender MCP is basically text-to-3D without trapping the result inside a useless generated video. Every object, material, light, camera, and keyframe stays editable.show more

Rina
264,502 görüntüleme • 18 gün önce
If you think OpenAI Sora is a creative toy... like DALLE, ... think again. Sora is a data-driven physics engine. It is a simulation of many worlds, real or fantastical. The simulator learns intricate rendering, "intuitive" physics, long-horizon reasoning, and semantic grounding, all by some denoising and gradient maths. I won't be surprised if Sora is trained on lots of synthetic data using Unreal Engine 5. It has to be! Let's breakdown the following video. Prompt: "Photorealistic closeup video of two pirate ships battling each other as they sail inside a cup of coffee." - The simulator instantiates two exquisite 3D assets: pirate ships with different decorations. Sora has to solve text-to-3D implicitly in its latent space. - The 3D objects are consistently animated as they sail and avoid each other's paths. - Fluid dynamics of the coffee, even the foams that form around the ships. Fluid simulation is an entire sub-field of computer graphics, which traditionally requires very complex algorithms and equations. - Photorealism, almost like rendering with raytracing. - The simulator takes into account the small size of the cup compared to oceans, and applies tilt-shift photography to give a "minuscule" vibe. - The semantics of the scene does not exist in the real world, but the engine still implements the correct physical rules that we expect. Next up: add more modalities and conditioning, then we have a full data-driven UE that will replace all the hand-engineered graphics pipelines.show more

Jim Fan
6,182,873 görüntüleme • 2 yıl önce
"A friendship you never expected 🐶🐧✨. Prompt: { "title":... "Cute Chibi Girl in Penguin Costume with Protective Dog Inside Cardboard Shelter", "resolution": "4K UHD (3840x2160)", "aspect_ratio": "9:16", "style": { "art_style": "Ultra-detailed 3D character animation, Pixar-inspired, cinematic realism", "render_engine": "Unreal Engine 5, Octane Render", "quality": "Photorealistic textures, high-detail fur and fabric simulation", "mood": "Emotional, heartwarming, protective companionship", "color_palette": "Warm brown cardboard tones, soft black-and-white penguin costume, natural dog fur colors" }, "scene": { "location": "Inside a torn cardboard box shelter", "environment": "Rough cardboard walls with ripped edges and visible corrugated texture", "atmosphere": "Cozy yet vulnerable, shelter-like setting", "depth": "Shallow depth of field with strong focus on characters" }, "subjects": [ { "type": "chibi_girl", "appearance": { "age_style": "Cute toddler-like chibi proportions", "hair": "Short black bob haircut with straight bangs", "eyes": "Large glossy anime-style gray eyes", "expression": "Surprised, frightened, mouth slightly open", "skin": "Fair skin with blush on cheeks", "accessories": [ "Silver hair clips", "Metal ring collar around neck" ] }, "clothing": { "costume": "Black penguin onesie", "hood": "Penguin face hood with white eyes and orange beak", "belly": "Fluffy white belly patch", "feet": "Orange penguin feet slippers" }, "details": { "slight dirt marks on costume and face": true } }, { "type": "dog", "appearance": { "breed_style": "Large mixed-breed dog", "fur_color": "Golden brown", "eyes": "Large dark emotional eyes", "expression": "Gentle, concerned, protective", "nose": "Realistic black nose", "fur_detail": "Highly detailed short fur texture" } }, { "type": "penguin_plush", "appearance": { "color": "Black and white", "belly": "Slightly dirty white fur", "beak": "Orange", "size": "Small stuffed toy" } } ], "composition": { "camera_angle": "Eye-level close-up", "framing": "Vertical portrait composition", "focus": "Chibi girl and dog interaction", "placement": { "dog": "Left/center foreground", "girl": "Right foreground", "cardboard_box": "Background surrounding subjects" } }, "lighting": { "type": "Soft cinematic lighting", "source": "Ambient light entering cardboard shelter opening", "highlights": "Subtle reflections in eyes and fur", "shadows": "Soft natural shadows with warm contrast" }, "materials": { "cardboard": "Detailed corrugated paper texture with torn edges", "fur": "Realistic dog fur rendering", "fabric": "Soft plush penguin costume fabric", "metal": "Reflective silver collar ring and hair clips" }, "keywords": [ "cute chibi girl", "penguin costume", "protective dog", "emotional storytelling", "Pixar style", "cinematic 3D render", "cardboard shelter", "heartwarming scene", "ultra detailed", "4K masterpiece", "Unreal Engine 5", "photorealistic" ] } JSONshow more

NUSRAT
12,346 görüntüleme • 2 ay önce
A moment suspended between Saudi Arabia's football passion and... coffee tradition. GPT Image 2 + Seedance 2.0 on BudgetPixel AI prompt A highly cinematic, photorealistic single-shot sequence that preserves the exact original location, environment, architecture, objects, lighting conditions, camera perspective, and subject position from the source video. Do not replace, redesign, relocate, or alter the setting in any way. The person remains in the exact spot where they were filmed, maintaining their original pose, facial expression, body position, and interaction with the environment. The subject is wearing the official Saudi Arabia national football team uniform throughout the entire sequence: authentic green Saudi Arabia jersey with white details, official team crest, matching football shorts, athletic socks, and football boots. The uniform must appear naturally integrated into the original scene with realistic fabric folds, stitching, texture, shadows, reflections, and movement-free realism. Every background element, object, texture, structure, shadow, reflection, and environmental detail must remain identical to the original footage. The effect transforms the captured moment into a frozen-time cinematic sequence while keeping the real-world location completely unchanged. The subject is captured at the exact moment they pour a beverage from a transparent cup. Time has completely stopped. The liquid erupts from the cup in a dramatic suspended splash, forming elongated ribbons, twisting streams, intricate arcs, and hundreds of individual droplets frozen midair. Every droplet, splash fragment, and liquid strand appears perfectly suspended in space, creating the impression of a sculptural masterpiece made of liquid. The liquid spilling from the cup must be identical to the liquid inside the cup, with perfectly matching color, texture, thickness, reflections, transparency, and material properties. The beverage can be any type or color, but it must remain visually consistent throughout the scene with extreme realism. The subject remains absolutely motionless, frozen in the precise instant of action. Their posture, facial expression, fingertips, hair strands, jersey fabric folds, shorts texture, socks, football boots, accessories, and every micro-detail are perfectly preserved. Tiny condensation droplets on the cup, reflections on the surface, and subtle imperfections remain locked in place as if the entire world has been paused between two frames of time. The surrounding environment is equally frozen. Every object visible in the original footage remains completely static. Nothing moves. No wind, no shifting light, no falling droplets, no environmental motion. The entire world exists in a state of perfect suspension. The only moving element is the camera. The camera performs a slow, smooth cinematic arc movement around the subject, beginning from the original camera viewpoint and gradually orbiting to one side while maintaining focus on the frozen action. As the camera travels through three-dimensional space, it reveals changing perspectives of the suspended liquid sculpture, the Saudi Arabia football uniform, the subject, and the original environment. Strong spatial parallax is visible throughout the movement. Foreground droplets, liquid strands, the subject, nearby objects, and distant background elements shift relative to one another, creating a powerful sense of depth and dimensionality. The scene feels like moving through a perfectly preserved moment in time. Natural lighting remains consistent and unchanged throughout the shot. Shadows stay fixed, reflections remain stable, and materials such as glass, metal, stone, wood, fabric, football jersey fabric, embroidered team crest, and liquid exhibit highly detailed photorealistic textures. Captured with a premium wide-angle cinema lens, the scene emphasizes depth, scale, and immersive three-dimensional realism. The Saudi Arabia football uniform appears crisp, premium, and authentically detailed, with realistic fabric texture and professional sportswear quality. Core visual concept: The entire world is frozen in time exactly as it appeared in the original footage, like a hyper-detailed sculpture, while a subject wearing the Saudi Arabia national football team uniform pours a beverage that explodes into a suspended liquid masterpiece. The camera freely moves through the frozen moment, revealing dramatic parallax, depth, and cinematic realism from multiple angles. Style: Hyper-realistic, cinematic, ultra-detailed, 3D stop-motion illusion, frozen-time photography, volumetric depth, realistic lighting, film-quality rendering, smooth camera orbit, strong parallax, premium commercial sports production, museum-like suspended motion sculpture, exact environment preservation, original location consistency, photorealistic liquid simulation, luxury football advertisement aesthetic, FIFA World Cup promotional quality, 8K photorealism.show more

Sharon Riley
42,983 görüntüleme • 1 ay önce
The architecture of this new world model is one... of the most interesting things I've seen lately: Let me first explain how most world models work: They predict and render one frame at a time. If you are navigating in one of these worlds, and you look left, the model draws whatever looks right in the moment. Every time you change your viewpoint, the model has to imagine what should be there again, so it's very common for these models to "forget" what's in the world. For example, if you put a toy on the table, look away, then look back, the toy might not be there anymore. Tripo AI is releasing its Project Eden model, which works very differently: The model builds the world first, and then renders it based on that map. That map holds the real state of the world: the geometry, every object, where things are, what's already happened. The picture you see on screen gets generated from the map. This architecture flips the whole thing. Now, you get the following: 1. The world stops forgetting. Leave, come back, and the toy is still on the table because it lives in the map, not in the last frame you saw. 2. You can edit the world, and those changes persist for anyone who enters later. 3. Multiple people and AI agents can coexist in the world and see it from different perspectives. This is early research, but it's looking really promising. They just raised nearly $200M across two rounds to build it out. Tripo will be at SIGGRAPH 2026 (July 19–23, Los Angeles Convention Center). If you work in 3D, embodied AI, simulation, or anything spatial, go connect with them there.show more

Santiago
30,189 görüntüleme • 1 ay önce
Created with Seedance 2.0 on Yapper Prompt: Ultra-realistic cinematic... fantasy film scene, NOT animation, NOT cartoon, NOT CGI style, real human actress, live-action movie quality, photorealistic details, natural skin texture, realistic lighting and physics. A mysterious fog-covered forest lake during daytime. The sky is bright above, but dense ancient trees completely block direct sunlight, creating a soft, shadowy atmosphere. Thick white mist drifts slowly across the still water surface. A gigantic pure-white serpent is gracefully wrapped around a large branching tree extending above the lake. Its massive body naturally forms a living swing suspended over the water. The serpent appears calm, majestic, intelligent, and protective rather than threatening. A beautiful young woman sits peacefully on the serpent-swing about 1.5 meters above the lake surface. The serpent's head rests gently on her shoulder in a trusting and affectionate manner. She wears a luxurious flowing satin feminine dress with long elegant fabric trails. The lower edges of the dress softly touch the lake water below. She is barefoot, her feet hanging freely above the reflective water surface. A small adorable monkey stands on a nearby branch growing from the same tree. The monkey gently offers fresh fruit to the woman while she smiles and enjoys the tranquil atmosphere. The interaction feels natural, heartwarming, and magical. Very light rain drizzles through the mist, creating tiny ripples on the lake. Water droplets collect on the satin fabric, the serpent's white scales, and the tree bark. Soft wind causes the dress and fog to move naturally. Cinematic camera language: - Slow cinematic dolly movement. - Smooth orbiting camera around the woman and serpent. - Occasional close-up shots of the serpent's scales, the woman's expression, and the monkey feeding her fruit. - Slow-motion rain droplets falling through the fog. - Reflections visible on the lake surface. - Shallow depth of field. - Volumetric fog. - Atmospheric perspective. - Epic fantasy film composition. - Natural realistic motion. - Emotional, peaceful, dreamlike mood. Color palette: silver white, soft emerald green, mist gray, muted blue water reflections. Masterpiece cinematography, ultra-detailed, cinematic storytelling, realistic human proportions, live-action fantasy movie scene, 8K photorealistic quality, award-winning cinematography, magical realism, immersive atmosphere. > Maintain exact facial identity from the reference image, consistent face, consistent body proportions, no face changes, no identity drift, preserve facial features throughout the entire video. Negative Prompt: cartoon, anime, illustration, painting, CGI look, 3D render appearance, game graphics, low quality, low resolution, unrealistic human anatomy, exaggerated fantasy proportions, deformed hands, extra limbs, oversaturated colors, plastic skin, artificial motion, horror expression, aggressive serpent, violence, weapons, text, watermark, logo.16:9.show more

Calira
17,440 görüntüleme • 2 ay önce
A day in my life. Made with Seedance 2.0... on TopviewAI Prompt: Photorealistic behind-the-scenes smartphone vlog footage of a crypto/web3 enthusiast and AI content creator. Faux vertical smartphone footage naturally cropped into 16:9. Authentic handheld phone aesthetic. No cinematic color grading, no HDR, no beauty filters. Feels like genuine casual vlog footage. Character: A white stylized 3D mascot-like character (exactly like the reference image >> ) with a smooth white body, black sunglasses, and a distinctive white mohawk/crest on its head. The character has a simple, expressive face and moves in a slightly exaggerated but natural way. Maintain the exact same design, proportions, and identity from the reference image in every scene. Setting: A simple, slightly messy small apartment. Clothes on the chair, multiple monitors and gadgets on the desk, empty coffee cups, snack wrappers, tangled cables, and crypto-themed posters on the wall. Natural and lived-in feeling. Lighting: Starts with soft morning light coming through the window, gradually transitions into warm afternoon and evening indoor lighting. Natural smartphone exposure changes. Camera: Simulated smartphone footage with gentle handheld movement, natural walking, subtle autofocus breathing, occasional imperfect framing, and realistic phone compression. Feels like a friend casually filming. Style & Mood: Casual, relatable, and a bit funny. The character has the personality of a chill but passionate crypto and AI content creator — sometimes excited, sometimes chaotic, but always sincere. Scene Sequence: CUT 1 — Waking Up Morning. The character slowly wakes up in bed, still wearing sunglasses. It sits up, looks around the messy room, then dramatically falls back onto the pillow for a few seconds before forcing itself to get up. It stretches lazily. CUT 2 — Morning Coffee & Checking Charts The character walks to the kitchen (still in pajamas or oversized shirt), makes coffee, then sits in front of multiple monitors. It excitedly checks crypto charts and AI tools while talking to itself. It suddenly reacts to a big green candle. CUT 3 — Content Creation Chaos The character is at the desk trying to create content. It’s switching between different AI tools, recording voiceovers, and getting slightly overwhelmed with too many tabs open. It accidentally knocks over a cup while celebrating a good prompt. CUT 4 — Midday Break The character takes a break, eats instant noodles while scrolling through Twitter/X and Discord on its phone. It laughs at a meme, then suddenly gets an idea and rushes back to the computer. CUT 5 — Evening Work Session Late afternoon turning into evening. The room is messier now. The character is deeply focused on editing a video using multiple AI tools. It talks to the camera while working, explaining what it’s doing in a casual way. CUT 6 — Late Night Wind Down Night time. The character is tired but satisfied. It cleans up a bit (half-heartedly), sits on the couch with a drink, and quietly scrolls through its phone while reflecting on the day. It looks at the camera and gives a small, tired but happy wave. CUT 7 — Sleeping The character turns off the lights, lies down on the bed (still wearing sunglasses), and mumbles something before falling asleep. Audio: Natural room ambience only. Keyboard typing, mouse clicks, coffee machine, instant noodles being eaten, phone notifications, occasional sighs or small laughs, aircon or fan humming. No background music. Overall Vibe: Funny, relatable, and chill. Feels like a genuine day-in-the-life vlog of a crypto/AI content creator who’s passionate but also a little messy and human (or in this case, mascot-like).show more

MrDejie
40,711 görüntüleme • 1 ay önce
This guy cracked the code on AI girlfriend monetization... using real-time technology and now pulls $76,000 per month from one Instagram profile without ever showing his real face or hiring an actual model. He got tired of watching creators split 80 percent of revenue with agencies while their competitors ran 24/7 chat operations with zero burnout, so he built a system that generates hyperrealistic AI influencer content using motion capture and synthetic face generation instead of photographers, makeup artists, or Miami beach rentals. His monthly profit hit $76,455 last month from just 90.4K followers and organic short-form traffic, while traditional creators cap out at $15K after paying 40 percent platform fees and $2,000 monthly for content production teams. Here is the exact breakdown: → Real-time face swap technology becomes the only tool you need, but most people butcher the setup by skipping gesture synchronization in the first 10 seconds → Character design comes first, and if you mess this up nothing saves it. Stick to approachable features (freckles, natural makeup, warm smile) because that is where parasocial engagement lives → Profile building is not random. You craft one consistent AI persona that repeats across all content so your audience recognizes the girl → You are picking who your subscriber projects onto, not who looks unattainable. That is your retention baked into the face → Motion capture runs before generation, and this is what kills the uncanny valley effect that destroys engagement in 3 seconds → You mirror your own gestures through webcam: confused shrug, hand raise, lean-in shock, peace sign wave. The AI mask tracks every micro-movement and applies it to the generated face in real time → Batching is the move 91 percent skip: same room setup, multiple emotion sequences, one recording session. → The system generates 7 to 10 TikToks before dinner, while traditional creators test 3 per week and wonder why their conversion rates are stuck at 0.4 percent The economics are stupid: each video costs him $0 in talent fees, pulls 2 million views organically, converts at 2 percent into 1,800 clicks to private platforms at $10 to $15 subscription with $40 to $60 backend PPV per fan. That is $76,455 profit per month, while real creators pay $5,000 for production and net $22,000 after platform cuts. The key move nobody talks about: you cannot skip the natural gesture library. If you generate the AI face without mirroring your own spontaneous reactions first, the avatar moves like a CGI render. The eye contact breaks. The smile timing lags. The whole thing screams and your retention dies at 2.1 seconds. His system records him doing the exact confusion-to-delight emotional arc first, so the AI mask inherits human timing, natural eyebrow raises, and spontaneous energy that reads as a real girl reacting to comments, not a scripted advertisement. One Instagram profile generated 12 variants of the same "how I afford this lifestyle" hook in 40 minutes with different outfits, different lighting setups, different trending audios, and found the winner in 96 hours without spending $8,000 on influencer collaborations. They were previously paying $1,200 per UGC creator and burning $6,400 per week on content that plateaued at 60K views. Now they spend $0 for 12 variants and their cost per subscriber dropped from $48 to $11. Agencies now panic because their entire margin was built on model exclusivity, and this removes the human dependency. The outfit changes between clips like a wardrobe swap filter. The lighting matches bedroom authenticity. The hand gestures sync with emotional beats. No casting call. No model contract. No location scouting. Just a webcamera, a real-time face swap AI, and the discipline to batch-test emotional hooks before you commit traffic spend to one persona.show more

Shade
20,831 görüntüleme • 2 ay önce
Not every hero wears a cape. Some just share... their bread. Created with Seedance 2.0 + GPT Image 2 on OpenArt Prompt: TITLE The Piece of Bread REFERENCE Use the provided combined character sheet and storyboard board as the main visual reference. Follow the same woman design, stray cat design, bread, sidewalk, low wall, cloth shoulder bag, water bottle, warm sunset lighting, and emotional story beats. Keep the woman and cat visually consistent in every shot. Do not add extra characters. Do not change the core story. SUBJECTS Woman: A young woman in her early 20s with shoulder-length slightly messy dark brown hair loosely tied back, a soft oval face, gentle expressive anime eyes, and a tired but kind expression. She wears a faded oversized hoodie, loose trousers, worn sneakers, and carries a simple cloth shoulder bag. She appears hungry, humble, compassionate, and resilient. Her acting should remain subtle, natural, and emotional. Cat: A small original stray cat with short charcoal-gray fur, a cream-colored chest and paws, one ear with a tiny notch, a long curved tail, and expressive anime-style eyes. The cat feels timid, hungry, hopeful, innocent, and lovable. It begins cautious and hungry, then gradually becomes trusting and comforted. Bread: One small round bread bun. This is the central story object. The woman breaks it into two pieces and shares one half with the cat. ENVIRONMENT Quiet city sidewalk at sunset. Low concrete wall behind them. Soft blurred road and distant buildings in the background. A simple cloth shoulder bag and a small water bottle placed beside the woman. Warm golden-hour light with long shadows. Peaceful, lonely, emotional atmosphere. STYLE 2D Japanese anime short film with a hand-drawn aesthetic. Clean inked outlines, flat-to-soft cel shading, simplified shadow blocks, no CG or 3D rendering. Soft emotional storytelling. Warm golden-hour lighting with painterly anime backgrounds. Expressive anime eyes with subtle, believable facial acting. Gentle cinematic movement with a traditional anime animation feel. No 3D render. No CGI. No Pixar-style shading. No photorealism. No comedy. No chaos. No copyrighted characters. No text. No subtitles. No logos. No social media UI. No background music—only natural ambient sound effects. CAMERA 16:9 cinematic framing. Use close-ups and medium shots to emphasize emotion. End with one wide cinematic shot. Slow push-ins and gentle cuts. Shallow depth of field. Keep both characters clear and expressive. Avoid fast movement or exaggerated actions. TIMELINE 0:00–0:02 Extreme close-up. The woman slowly lifts a small bread bun toward her mouth. She is about to take a bite. Warm sunset light softly illuminates her face and hands. Her expression shows hunger, exhaustion, and quiet resilience. She pauses just before eating. SFX: quiet street ambience, soft breathing, gentle hand movement. --- 0:02–0:04 Medium shot from the woman's side. A small stray cat sits a few feet away on the sidewalk. The cat gazes at the bread with sad, hopeful eyes. It remains still, timid, and cautious. The woman notices the cat and slowly lowers the bread. SFX: soft cat meow, light breeze, distant city ambience. --- 0:04–0:06 Close-up of the woman's hands. She slowly breaks the bread into two pieces. Tiny crumbs fall gently. The moment feels like an important emotional decision. Her hands pause briefly after splitting the bread. SFX: soft bread tearing, tiny crumbs falling. --- 0:06–0:08 Medium side shot. The woman gently extends one half of the bread toward the cat. The cat looks at the bread, then into the woman's eyes. It is nervous but curious. The woman gives a soft, reassuring smile and keeps her hand perfectly still. SFX: gentle hand movement, cat sniffing, quiet breeze. --- 0:08–0:10 Low close shot near the cat. The cat slowly steps forward. It carefully takes the bread from the woman's hand. The woman remains calm and gentle. The cat begins eating, and its expression gradually softens into trust. SFX: tiny paw steps, soft bite, gentle chewing. --- 0:10–0:12 Medium shot. The woman sits comfortably on the sidewalk. The cat comes closer and sits beside her. She gently strokes the cat's head. The cat leans into her hand and relaxes. The moment feels warm, peaceful, and safe. SFX: soft fur brushing, content cat purring, distant street ambience. --- 0:12–0:14 Close emotional shot. The cat rests its head on the woman's lap. She looks down with a warm, slightly bittersweet smile. She still holds her own half of the bread in her other hand. Both appear comforted, no longer feeling completely alone. SFX: quiet breathing, soft breeze, distant city sounds. --- 0:14–0:15 Wide sunset shot from behind. The woman and the cat sit side by side facing the glowing sunset. Their long shadows stretch across the sidewalk. The cloth shoulder bag and water bottle rest nearby. The final frame feels peaceful, hopeful, and heartwarming. SFX: soft wind, distant street ambience, gentle satisfied cat purr. Storyboard Prompt: Create a single horizontal animation pre-production board for an original emotional 2D anime-style short film titled "The Piece of Bread." The output must be one image only and combine: 1. a character design sheet 2. a hand-drawn storyboard page. IMPORTANT Do not make the woman or cat resemble any reference screenshots or existing characters. Keep the same emotional story concept, but create completely original character designs, unique silhouettes, and distinct facial features. No copyrighted characters or close resemblance to any existing animated films or anime. STYLE Professional anime production board. Hand-drawn storyboard style with loose pencil sketch lines, light gray shading, red panel borders, blue motion arrows, and short handwritten production notes. Rendered with anime-inspired linework featuring clean inked outlines, expressive eyes, and simplified shading blocks. It should look like a real animation studio planning sheet, not a polished final illustration. LAYOUT Clean horizontal 16:9 board divided into two sections. SECTION A: CHARACTER SHEET Show both characters consistently. Woman A young woman in her early 20s with shoulder-length slightly messy dark brown hair tied loosely at the back, a soft oval face, gentle expressive anime eyes, and a tired but kind expression. She wears a faded oversized hoodie, loose trousers, worn sneakers, and carries a simple cloth shoulder bag. She should appear humble, exhausted, compassionate, and resilient. Show: front view side view 3/4 view expressions: hungry, thoughtful, soft smile, emotional pose holding a small bread bun pose offering bread Cat A small original stray cat with short charcoal-gray fur, a cream-colored chest and paws, slightly oversized anime-style eyes, one ear with a tiny notch, and a long curved tail. The cat should feel timid, hungry, hopeful, innocent, and lovable. Show: front view side view 3/4 view expressions: sad, shy, hopeful, happy, trusting sitting pose taking bread pose cuddling beside the woman Include tiny handwritten notes and a few small color swatches. SECTION B: STORYBOARD Create 8 cinematic storyboard panels arranged neatly in a grid. Keep character designs consistent throughout. Each panel should include simple handwritten shot notes and blue arrows indicating motion. STORY BEATS 1. Close-up of the woman about to take a bite from a small bread bun during sunset. 2. Medium shot of the hungry stray cat sitting nearby, staring at the bread with sad, hopeful eyes. 3. Close-up of the woman breaking the bread into two pieces as crumbs fall. 4. Medium shot of the woman offering one piece to the cat. 5. Close shot of the cat cautiously stepping forward and taking the bread. 6. Medium shot of the cat sitting beside the woman while she gently pets it. 7. Emotional close-up of the cat resting its head on the woman's lap. 8. Wide sunset shot from behind, showing the woman and cat sitting together with a cloth bag and water bottle beside them. ENVIRONMENT Quiet city sidewalk beside a low wall, soft urban background, cloth shoulder bag, small water bottle, warm golden sunset lighting, peaceful atmosphere, and an emotional mood. FINAL GOAL Create a dense, clean, production-ready anime pre-production board combining a character design sheet and storyboard in a single 16:9 horizontal image, conveying a heartfelt story of compassion and kindness through completely original character designs.show more

Zara
22,997 görüntüleme • 1 ay önce
AI creations are becoming more impressive, but the most... interesting part is often what happens behind the scenes. Higgsfield has open-sourced its Originals, giving creators access to the prompts, references, and workflows behind these AI films. Now you can see how these creations come together, explore the process, and learn from the techniques behind them. Prompt for this video: Style: 8K IMAX, traditional hand-drawn 2D animation, animated on twos at 12 frames per second — each drawing held for two frames then replaced, choppy stepped motion cadence, visible pose-to-pose timing, distinct keyframe drawings with no smooth in-between interpolation, hand-painted oil-brush texture on every drawing, brushstrokes shifting and redrawn from frame to frame, line jitter and boil between frames. No 3D render, no game engine, no CGI smoothness. The 12 principles of animation throughout: anticipation, squash and stretch, follow-through and overlapping action, slow in/slow out, arcs, secondary action, exaggeration, solid drawing — applied to every element including wolf bodies, clothing, breath, and snow particles. Cinematography: Lubezki / Deakins. Aggressively handheld inside the scene — constant restless shake and jitter every frame, jerky bounce, frame buffeted sideways by gusts, sharp reframing jolts, breathing sway. Horizon never perfectly level. Never gimbal-smooth, never tripod, never dolly, never crane, never aerial. Wide anamorphic approximately 24mm. Shallow depth of field. Camera eye level or below. CHARACTER REFERENCE IS ABSOLUTE — faces and designs from reference images exactly 1-to-1. Reference always overrides text description. CHARACTER TAGS: - THE MOTHER = woman from >>. Bundle clamped to her chest in one arm, the bundle a dark non-glowing shape, faint pale grey breath vapor torn off by the wind, no glow. - THE TODDLER = small girl from >>. Name Umai. - THE WOLVES = animals from >>. Each wolf stands roughly half a human's height at the shoulder. Body length from head to tail equals approximately one full human height. Large, heavy, and low to the ground. - THE FOREST = location from >>. Lighting: no light source, no moon, no stars, no rim light, no contre-jour, no key light. Flat dim diffuse ambient grey-white glow only — no direction, no gradient shading. Flat painted shapes. All forms read as dark silhouettes or mid-grey against white atmosphere. Atmosphere: violent blizzard continuous every frame. Snow driven horizontally. Visibility approximately 3 meters. Rolling white-out waves sweeping the lens. Wind never drops. Hair and robe ends stream sideways with full follow-through and overlapping action. Audio: dominant roaring blizzard wind. THE MOTHER's trembling breath close. Distant low wolf howl buried under wind, barely audible in Shot 2D. No dialogue. No music. No subtitles. SHOT 2C — EXTREME CLOSE-UP handheld on THE MOTHER's eyes. Duration: 3 seconds. COMPOSITION: asymmetric — forbidden: any centered or symmetric framing. One eye occupies the left two-thirds of frame. The other eye cut by the right frame edge — only the inner corner visible. Slight Dutch angle tilt. Lashes ice-crusted and heavy. Whites faintly red-veined from cold and wind. Main eye narrowed, gazing off-screen into far distance below frame. ACTION on twos: eyeball in micro left-right tracking movement — pause — pupils contract sharply — the instant of recognition — eyelids flutter slightly in two held frames — jaw corner tightens off-frame, visible only as a tension in the cheek — breath vapor drifts across the lower corner of frame, torn sideways by wind. Constant handheld micro-shake throughout. A rolling wave of buran briefly obscures the frame. Animated on twos. HARD CUT TO SHOT 2D — WIDE SHOT handheld — wolf pack as shadow mass — distance mode. Duration: approx. 8 seconds. COMPOSITION: asymmetric — forbidden: centered framing. Camera positioned within the tree line, offset to the left. Dense tree trunks occupy and crowd the right third of frame. Open space to the left. Depth axis shifted right, not centered. Wolf pack drives into frame from the lower right — mass heaviest on the right side, left edge showing only sparse fringe and trailing edge. THE PACK — approximately two hundred wolves. They do not exist as individual animals. NOT smoke, NOT mist, NOT vapor — the pack has mass, weight, and momentum. The entire pack moves as a single body of dark water surging downhill — liquid with density and pressure behind it, not diffuse or drifting. It is also shadow: it swallows light rather than reflects it, leaving a presence darker than everything around it in the flat grey-white atmosphere. Water and shadow — these two qualities together, never smoke. Movement pace: swift and relentless — faster than expected for something so massive, the speed of a flash flood or a river breaking its banks, not slow and rolling. The mass covers ground urgently, with weight and velocity combined. Mass density clearly differentiated: the core is near-opaque dense black like deep water — solid, heavy, light-swallowing — toward the edges it thins like water spreading at its margins, individual silhouettes briefly legible at the fringe then reabsorbed into the core. The edge is not soft or diffuse like smoke — it is the ragged turbulent edge of moving water. Large waves and small waves alternating with speed: heavy large waves surge and crest — small fast wave-crests explode between them. White teeth are the only thing in frame that does not belong to the shadow — solid, material, flashing simultaneously at multiple points as wave-crests break, then swallowed back. Skull outlines breach the surface and are pulled under like objects in fast current. Charcoal black with deep navy-blue sheen. Amber-yellow eye-points ignite in clusters in the darkness then extinguish in batches like bioluminescence in black water. Black water flood pours between the tree trunks — trunks submerged by black then re-emerging as the mass passes. Contrast: white blizzard / black wolf mass — white fear, black death. Camera near-still, breathing micro-shake only — as if the observer has instinctively stopped breathing. Animated on twos. Constraints: wolf pack is NEVER smoke, mist, or vapor — it has mass, weight, density, and speed — it is water and shadow. Wolf pack is NEVER a collection of individually animated animals — always a single fluid mass. DISTANCE MODE: mass coherence is absolute, individual wolves do not detach or become readable as separate figures. White teeth are the ONLY non-shadow element within the pack mass. Amber-yellow eye-points appear and extinguish in clusters, never individually. No warm light source anywhere in any frame. No rim light, no backlight, no moonlight — flat grey-white diffuse ambient only. No amber glow from forest reference applied. Camera handheld throughout — never stabilized, never smooth. Animated on twos throughout, no interpolation. 11 seconds total. 12fps. 8K. No music. SFX only. No subtitles. No 3D.show more

Latte
13,285 görüntüleme • 24 gün önce
I love that Higgsfield is making its best AI... commercial workflows completely open-source. Seedance 2.0 on Higgsfield AI Full open-sourced prompts & assets below. Prompts : Style: 8K IMAX. Photorealistic — no 3D render, no game engine, no game-cutscene aesthetic. Cinematography: Emmanuel Lubezki × Roger Deakins. Lighting: Natural light only — contre-jour backlight, camera on shadow side, atmospheric haze throughout. Key light from sky and windows only. Color: 60:30:10 — dominant / secondary / accent. Camera: Physical cine lens. 180° shutter motion blur. Skin: Pore-level realism — vellus hair, asymmetric moles, capillary flush, pore-shadow matching on-set light. Acting: Hollywood — micro-pauses before reactions, precise eye-line, wet living eyes with catch-lights, visible breath and chest rise. Physics: Gravity and inertia respected — mass has real weight, correct contact shadows. No floating props. Composition: Rule of thirds + golden ratio. Every person moving from frame one. Continuity: Characters, props, environment identical across every cut. No identity drift. Technical: 24fps smooth motion. 8K detail. No jitter. Audio: Environmental SFX only. No music. No subtitles. SUBJECT — >>, character matches input 100%, >> can in right hand. By end fully transformed into >> — armor assembled mid-air in real-time, >> matches input 100%. WB 6500K. MULTISHOT — fast cinematic cutting, escalating energy across the full 15s. LOCATION — >> is a STYLE REFERENCE ONLY, not a fixed keyframe. Use it for the look, mood, architecture and lighting of the environment — a deserted NYC-type avenue in hard midday sun. Seedance should freely generate and extend the world: new buildings, new stretches of avenue, fresh camera angles. The character TRAVELS through space across the shots — he is NOT pinned to the exact spot or framing of the input image. Do not reproduce the reference frame 1:1. ACTION — SHOT 1 (0:00–0:02) — EXTREME CLOSE, chin to forehead. >> raises >> to lips, deep pull. Adam's apple descends then rises twice. Hard cut. SHOT 2 (0:02–0:04) — Same close framing. Can lowers fast. Eyes snap open, sharp and alert (natural skin and iris detail, no glow). Zygomaticus major fires — wide genuine grin builds in under a second, 2mm to 8mm at mouth corners. Sternum rises with a full deep inhale. He is electric. Hard cut. SHOT 3 (0:04–0:06) — WIDE, low. >> EXPLODES forward into a sprint at 30 km/h, continuing in the SAME direction he was already facing — straight ahead down the avenue, NOT turning around. First strides — sneakers slam cracked asphalt, dust puffs eject 10cm. Hard cut. SHOT 4 (0:06–0:08) — Tracking the sprint. Arms drive at 90°, track jacket trails 15cm, grin held, brow raised, jaw relaxed open. Stride extends, ground contacts shorten. Building speed. Hard cut. SHOT 5 (0:08–0:10) — Final two strides, knees compress to 110°. Right foot drives into asphalt — surface fractures 20cm radius. He LAUNCHES upward at 65 km/h. Hard cut. SHOT 6 (0:10–0:13) — Mid-air in the >> building canyon, 24fps FULL SPEED, NO slow-motion. He is NOT frozen — his whole body keeps moving through the jump: torso rotates, legs cycle and tuck, arms swing out and reach, head turns to track the incoming armor. As he flies and twists through the air, armor pieces rip in from the city geometry and converge onto his moving body — chest plate LOCKS mid-rotation, pauldrons CLAMP as his shoulders swing, gauntlets SNAP onto forearms while his arms extend, shin plates clamp onto cycling legs, helmet descends and visor SLAMS shut as his head turns forward — one violent fluid sequence, body in constant motion throughout. Sharp metallic CRACK at visor seal. Hard cut. SHOT 7 (0:13–0:15) — >> SLAMS into >> in a hard crouch, both armored feet hit asphalt simultaneously, dust ring erupts 80cm. He rises, snaps gauntleted fists open and shut — left then right — glances down at the chest plate. Muffled laugh from behind the sealed visor. Hard cut to black. CAMERA — SUPER-DYNAMIC HANDHELD, never static, never locked off. Strong aggressive operator shake on every shot — 4–8cm bounce, organic human jitter, no stabilization. Pronounced DUTCH ANGLE throughout — frame canted 12–20° and shifting between shots, tilting harder as energy builds. SHOT 1: FOV 18° extreme close, hard dutch 15°, violent micro-shake. SHOT 2: FOV 18°, dutch flips to opposite side ~18°, jittery. SHOT 3: FOV 84° low, dutch 12°, whip into the sprint. SHOT 4: FOV 84°, camera physically chasing the run, dutch 16°, heavy stride bounce, motion blur on pans. SHOT 5: FOV 63°, dutch 20°, snap-tilt up tracking the launch. SHOT 6: FOV 63°, AGGRESSIVE HANDHELD CAMERA MOVEMENT — operator arcs and swings around the airborne body, 6–8cm bounce, fast reframes chasing each armor piece as it locks onto his moving form, strong DUTCH ANGLE swinging 18°→8°, no slow-mo. SHOT 7: FOV 63°, hard jolt on landing impact, dutch 14°, camera recoils 8cm then keeps breathing on the suit inspection. STYLE — Dominant: bleached asphalt grey and building canyon 60%. Secondary: navy/cream outfit transitioning to chrome armor 30%. Accent: grin, dust, chrome flash and visor LED blue on landing 10%. WB 6500K. NO glowing eyes — eyes lit by natural sunlight only. CONSTRAINTS — Cut to black at end. 16:9. MULTISHOT with hard cuts per the timecodes above. NO slow-motion anywhere — everything 24fps full speed, especially the transformation. Camera always handheld with strong shake and dutch angle — NEVER static or locked. NO eye glow. >> is a reference for style only — do NOT lock to the input frame or keep him in the same spot; the world extends and he moves through it. Grin must be fully established before the sprint begins.show more

yopiwhs
11,743 görüntüleme • 25 gün önce
Crafted with Seedance 2.0 + GPT Image 2 Pollo... AI Storyboard Prompt: Create a raw kung fu performance storyboard focused on extreme physical action. Use reference image for the character. 16:9 storyboard sheet, 12 cinematic panels. The actual storyboard drawings must be black and white only: rough pencil lines, minimal detail, fast gesture drawing energy, simple anatomy construction and strong silhouette readability. Keep the artwork lightweight, dynamic and unfinished like early fight choreography previs. Start directly in action. Do not begin with a calm stance, preparation shot or slow introduction. A solitary female performer executes an aggressive Tibetan kung fu master-style routine inside a vast ancient temple. The choreography is exaggerated, explosive and constantly escalating: flying diagonal kicks, monk-style low stances, rapid palm strikes, spinning cloth-like body turns, animal-form hand shapes, deep lunges, aerial twists, floor-level sweeps, sudden drops, claw-like blocks, back-arched jumps, sliding recoveries and violent sculptural impact poses. Every panel must contain visible motion and strong body momentum. Avoid static standing poses. The performer should feel like a ritual warrior moving with discipline, fury, spiritual pressure and total body control. Action progression: 1. begin mid-air with a flying diagonal kick already in motion 2. handheld close-up palm sweep cutting through air 3. orbiting wide shot of a full-body spin 4. low-angle impact palm strike with shockwave 5. long-lens side profile spinning kick 6. top-down aerial turn with body, hair and fabric flaring outward 7. hard floor stomp cracking the temple stone 8. sliding low sweep across the floor 9. aggressive close-up flurry of elbows, palms and backfist strikes 10. extreme low monk-style beast stance with energy rising 11. spinning elemental vortex around the body 12. final airborne action pose, suspended above the temple floor, body twisted in a powerful kung fu strike, all elements converging around her before impact Add selective elemental energy effects as VFX-style storyboard accents. The effects should feel spiritual, ritualistic and cinematic, not superhero-like: air bursts around spins and flying kicks, dust and stone fragments lifting from stomps, water-like floor ripples during slides, fire-like trails around explosive strikes, heat distortion around high-intensity movement, elemental vortex near the climax. Element progression: early panels: subtle wind, dust and pressure lines middle panels: stronger stone fragments, floor ripples and air shockwaves late panels: controlled fire trails and energy spirals final panel: the strongest combined elemental surge while the performer is still airborne Use cinematic arthouse action camerawork: handheld energy, whip-pan feeling, orbiting camera moves, overhead shots, side silhouettes, aggressive close-ups, long-lens compression, extreme low angles, wide negative space, strong parallax. Keep the temple environment minimal and atmospheric: towering stone columns, worn temple floor, drifting incense smoke, hanging fabric, harsh light shafts, faint dust in the air, subtle wet floor reflections. Do not overcrowd the frames. Annotation color system: red arrows = body movement blue arrows = camera movement green marks = framing / composition notes orange marks = lighting direction yellow marks = elemental VFX / energy effects black text = short lens notes and panel labels No timestamps. No dialogue. No singing. No extra characters. No enemies. No logos. No watermark. Seedance video prompt: Video Prompt Seedance 2.0 Create a 15-second cinematic kung fu performance video. Use Image1 as the fixed character sheet reference. The character must strictly match the character sheet. Use Image2 ] as the storyboard reference. Follow the storyboard shot by shot as the main source for action order, camera rhythm, body movement, framing, movement direction, camera angles and visual progression. Treat each storyboard panel as a sequential keyframe. Preserve the shot order and make the video feel like the storyboard has been translated into continuous live-action motion. The sequence must end on a frozen final frame while the performer is still airborne. Do not add text, captions, storyboard labels, arrows, UI, logos or watermarks. Do not treat the storyboard as a single image. Do not redesign the character, change the costume or alter the face. Do not begin with a calm stance, preparation pose or slow introduction. Do not make the elemental effects look like superhero powers or excessive fantasy glow. Visual style: stylized cinematic realism, high-end 3D painterly animation quality, dynamic cloth simulation, expressive silhouette design, rich cinematic lighting, controlled color palette, natural motion blur, dramatic scale, beautiful but aggressive physicality, premium feature-animation aesthetic. Environment: vast ancient temple, towering stone columns, worn temple floor, drifting incense smoke, hanging fabric, harsh light shafts, faint dust in the air, subtle wet floor reflections, high contrast shadows. The performance is a solitary female kung fu routine inside a vast ancient temple. The routine starts immediately in action, with no calm stance, no preparation pose and no slow introduction. The movement should feel aggressive, ritualistic, disciplined, physically extreme and spiritually charged. This is not a fight against an enemy. It is a solo performance of force, control, exhaustion, fury and release. Follow story board for choreography direction. Element progression: early sequence: subtle wind, dust and pressure lines responding to movement. middle sequence: stronger air shockwaves, stone fragments, floor cracks and water-like ripples across the temple floor. late sequence: controlled fire trails, heat distortion and energy spirals around explosive strikes and kicks. climax: wind, dust, stone, water ripple and fire accents combine into a stronger elemental vortex. final beat: the performer is airborne above the temple floor in a powerful kung fu strike, body twisted mid-air, hair and fabric flaring outward, with all elements converging around her before impact. Elemental VFX must feel spiritual, ritualistic and cinematic. The effects should be integrated with the choreography and motivated by physical movement. Keep the energy raw, elemental, atmospheric and grounded in the temple environment. Use Laban movement logic throughout: weight: strong, heavy, grounded during impacts, with brief lightness during jumps and aerial twists time: quick during strikes, kicks, drops and turns, sustained during suspended holds and recovery transitions space: direct during attacks, blocks and lunges, indirect during spinning turns and elemental vortex moments flow: bound during rooted stances and precise strikes, free during aerial motion, spinning fabric movement and elemental releaseSee lessshow more

Ciri
77,152 görüntüleme • 14 gün önce