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3D $ANIME ? Using 3D in anime or a complete series in 3D style, how does this affect the anime industry? Probably the most hated anime after which people hated 3D in anime was Berserk in 2016, it was really terrible, but 3D in anime is no longer what...

15,599 Aufrufe • vor 1 Jahr •via X (Twitter)

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Created with seedance 2.0 on Yapper by using the prompt: Create a 15-second ultra-smooth anime-style gameplay cinematic inspired by a futuristic Japanese city exploration game. A young anime girl character with white/silver hair, wearing a stylish black-and-white futuristic outfit with short skirt, thigh-high socks, and combat-style shoes, is running and climbing across red rooftop houses in a dense modern Tokyo-inspired city. Environment: Bright sunny daytime, blue sky with soft clouds, realistic anime lighting, modern skyscrapers in background, cherry blossom trees near houses, urban Japanese neighborhood mixed with futuristic city towers. Rooftops have realistic red metal textures with sunlight reflections. Character movement: Fast agile parkour movement across rooftops. Smooth running → jump → wall climb → rooftop landing. Natural anime body physics, cloth movement, hair bounce, accurate foot placement. Movement should feel like real gameplay captured live from a AAA anime open-world action game. Camera style: Third-person gameplay camera positioned slightly behind character. Dynamic camera follow with slight handheld motion. Smooth tracking movement. Minor motion blur during jumps. Game HUD/UI visible on screen like a real anime action RPG. Mini-map top left, action buttons on right side, health/stamina bar bottom center. Sequence: 0–4s Character runs across rooftop while camera follows behind smoothly. 4–8s She jumps between rooftops with cinematic slow-motion mid-air moment. 8–12s Character grabs edge of higher rooftop and climbs upward naturally. 12–15s Wide gameplay shot showing futuristic city skyline behind her while she stops briefly on rooftop edge. Wind moves hair and clothes naturally. Style & Quality: Ultra detailed anime rendering, high-end cel shading mixed with realistic lighting, smooth gameplay animation, modern gacha game aesthetic, polished textures, soft bloom, sharp shadows, immersive open-world atmosphere, 60fps feeling, cinematic gameplay trailer quality. Negative Prompt: low quality, broken anatomy, floating body, extra limbs, blurry textures, bad hands, static camera, unrealistic movement, low fps, distorted face, glitch effects, ugly lighting, oversaturated colors, missing UI, stiff animation.

Anissa

20,332 Aufrufe • vor 2 Monaten

In the summer of 2023, I cold emailed Jensen Huang and asked to capture a NeRF of him at SIGGRAPH. He responded in about an hour and said yes. A radiance field is, in the simplest terms, akin to a 3D photograph. A moment in time, so completely reconstructed that you can move through it and see it from angles the original cameras never occupied. NeRFs were the original method. Gaussian splatting, which debuted at that same SIGGRAPH, has since become the dominant form of radiance field. I called my late friend James, who told me we needed to begin practicing immediately. We ran capture after capture for weeks until we consistently got the capture time down to ~30 seconds with one camera. Later, in a hallway at the LA Convention Center during SIGGRAPH, I captured the portrait you're seeing now, a full 360° gaussian splat of Jensen, rendered here as a 2D flythrough. Afterward, I continued the conversation with him and members of his team to make the case for radiance fields as a foundational representation for imaging. To my surprise, they listened. Three years later, NVIDIA has several works, including NuRec, fVDB, 3DGRUT, and gsplat all utilizing radiance fields. The landscape has evolved enough that the reasoning is obvious. Gaussian splatting has begun to ship across some of the world’s largest industries, including autonomous vehicles, AEC, geospatial, media and entertainment, robotics, e-commerce, hospitality. It’s become clear that lifelike 3D is here to stay. And yet I think we will look back and be disappointed by how late we started taking 3D portraits of the people around us, just like how we have sparse 2D photos of our grandparents and great grandparents. We have billions of photographs of the people we know and love, but almost no radiance fields of them. I'll be returning to SIGGRAPH in LA where this was initially captured three years ago, with the landscape looking significantly different. Radiance fields are more under deployed than ever relative to what they can do. I'm excited for the future of imaging, and for 2D to transition into 3D. I have a few things up my sleeve that I think will make that case plainly.

Radiance Fields

17,663 Aufrufe • vor 1 Monat

Only used the character sheet quoted below. I gave up generating storyboards as it kept redrawing the helmet, even when a reference sheet was given exclusively for it. Seedance likes structured and concise prompts so I gave this format a shot. Text to video prompt: Use the attached character sheet as the STRICT character and helmet reference. Create a 15-second cinematic stylized 3D animation. IMPORTANT: The character sheet controls the final design exactly. Do not redesign the helmet. Maintain the exact silhouette: two massive gold crescents curving inward, large centered red sun disk, rounded gold helmet cap, front red jewel, large round ear ornaments. STYLE: Cute dry exaggerated comedy. Soft cinematic lighting. Stylized 3D animation. Grounded acting and believable weight. No chibi proportions. No anime combat energy. SCENE: Early morning inside an Egyptian-inspired palace bedroom. Warm sunrise through curtains. Simple elegant room with bed, side table, mirror, doorway. SHOT FLOW: 1. She sleeps in bed while the oversized helmet rests nearby on a table. 2. She slowly wakes up, notices the helmet, and immediately looks exhausted and annoyed. 3. Dramatic close-up of the helmet sitting silently like a daily burden. 4. She walks toward it with sleepy acceptance. 5. She grabs the helmet with both hands and struggles lifting it because it is extremely heavy. 6. She raises it over her head while wobbling from the weight. 7. She lowers the helmet onto her head ONCE. It lands crooked and squishes her hair awkwardly. 8. Without removing it, she aggressively twists and adjusts it into the correct position while visibly frustrated. 9. She grabs a tiny morning drink and walks out into bright morning sunlight still looking dead inside. ANIMATION PRIORITIES: subtle facial acting, comedic pauses, helmet heaviness, small body balance corrections, secondary motion in hair, cloth, jewelry, and sash, clean cinematic staging. CAMERA: slow cinematic push-ins, medium acting shots, clean wide shots, subtle handheld wobble during struggle moments. AVOID: fight choreography, magic, speed lines, hyperactive motion, slapstick chaos, helmet redesigns, extra accessories, anime exaggeration.

Glitter Gal

12,723 Aufrufe • vor 1 Monat

Everyone's sleeping on image-to-3D AI models. They can make your app look incredibly unique, with just a little effort. Here's how. This is my calorie tracker, built in a week with nothing but prompting. Just Claude Code + a couple APIs. The visuals are all AI-generated. I'll be sharing the full workflow + all the crazy technical stuff Claude and I did to make this work, so nobody has to struggle through it like me. Deep dive coming soon! Till then, this is the high-level idea: 1. Get a clean image of the food (or whatever your asset is) - In my app, the user describes foods via text, or attaches images (or both) - If text, an LLM extracts the food description and formats it into a specific prompt I tuned for this design, and we generate an image using Z-Image Turbo through fal - If image, we do the same thing but with FLUX.2 [dev] to edit the user image into our reference design - Originally, both used Google Nano Banana, but switching to open models cut costs and latency a ton 2. Gaussian splatting (2D image → 3D model) - I tried various 2D-to-3D options on fal and ended up with TripoSplat as my preferred balance of speed, cost, latency; this turns an image into a 3D model that looks super high quality (link below) - The app displays the 2D image while our backend generates the 3D splat - We "groom" the splat to reduce size and load time by culling low-opacity/scale points 3. Render efficiently on device Originally, it looked great but ran at 10 FPS. Getting to 120 FPS was a crazy journey. TL;DR: - SwiftUI had to go; it forced us to render each asset in independent MTKViews, which wasn't workable - Instead, we composite every dish into one full-bleed CAMetalLayer using MetalSplatter (link below) - We had to make some optimizations within MetalSplatter's code too, to reduce the overhead of sorting points per render Then I added some finishing touches like the subtle rotation and parallax as they move around. I think it turned out pretty cool :) Overall, this took some effort, but we still got it done in less than a day. Hopefully your agent can follow in the footsteps of mine and do it much faster. Keep an eye out for the bigger writeup, which'll give your agent everything it needs. If you have any questions, drop em below!

Anshu

19,931 Aufrufe • vor 21 Tagen

This week is already so hot. 🔥 Massive release from Decart : Lucy 2.0 a World Editing Model running at 1080p, 30FPS in realtime. This is truly exciting, the era of real-time generative reality is here. We are moving from watching AI video to living inside AI video. A breakthrough model capable of transforming the visual world in real-time. Moving beyond offline rendering, Lucy 2.0 delivers high-fidelity 1080p video generation with near-zero latency. Lucy 2.0 literally "redraws" the entire world pixel-by-pixel, while you are watching it. e.g. If you want to be an anime character, it doesn't just put a mask on you. It turns your skin into anime skin, your hair into anime hair, and the lighting in your room into anime lighting. Lucy 2.0 is also trained to stop the generated video from slowly falling apart over time, so the same stream can run much longer without faces and details drifting. So why is this a "Massive Deal"? Traditional AI video-generation model takes a prompt, you wait 10–20 minutes, and the computer "bakes" a video for you. You couldn't touch it or change it while it was happening. But Lucy 2.0 works like a mirror. It happens in real-time (30 frames per second). There is no waiting. You move your hand, the AI character moves its hand instantly. The craziest part isn't the visuals; it's the physics. Usually, AI hallucinations are glitchy—hands merge into faces, walls melt. Lucy 2.0 understands how the world works without being told. It knows that if you take off a helmet, there is hair underneath. It knows that if you splash water, droplets fly. It learned "physics" just by watching millions of videos. The physical behavior you see emerges from learned visual dynamics, not from engineered geometry or explicit physics engines. Their official technical report explicitly states that the model does not use traditional 3D engines, depth maps, or wireframes. It is a "pure diffusion model."

Rohan Paul

12,761 Aufrufe • vor 5 Monaten

I really like those 2.5D characters here's my Seedance2 prompt: MANGA READER TURNAROUND CHARACTER: Young Japanese man sitting cross-legged on the floor reading a colorful manga magazine, spiky messy black hair sticking up in chunky angular shapes, thick eyebrows, small round glasses, slight stubble, cross pendant necklace on a thin chain, wearing a loose open dark navy pinstripe yukata robe showing his chest, bare feet tucked under his legs, small ceramic ashtray with cigarette butts on the floor to his left, round ceramic pot to his right, focused slightly annoyed expression looking down at the magazine. 3D CG model with 2D hand-drawn overlay, scribble hatching in all shadow areas boiling every frame, thick ink outlines on silhouette edges redrawing with wobble, flat painted color textures on 3D geometry, color bleeding outside contour lines. SEQUENCE [0s–5s] Character sits cross-legged holding the manga open in both hands, not moving, just reading. Camera begins a smooth continuous 360 degree orbit around him at his eye level. As the camera moves from front to three-quarter to side profile, the 3D model rotates cleanly revealing his full volume but the 2D ink layer on top lives and breathes, scribble hatching in the shadows under his jaw and inside the yukata folds and between his crossed legs redraws every frame with jittery boiling energy, thick ink outlines on his silhouette wobble and shift in thickness as the angle changes, the flat painted navy yukata wraps around his torso showing new pinstripe ink lines and fold marks at each new angle, his spiky hair reveals its 3D chunky volume from new angles, the manga magazine pages catch the light differently as the camera passes, cigarette smoke curls upward as loose scribbled white lines drifting gently [5s–10s] Camera continues the smooth unbroken orbit past his side revealing the cross necklace hanging from his neck in profile, through his back showing the yukata fabric draped across his shoulders and the spiky hair from behind, past his left side and returning to front, the entire rotation fluid and steady, throughout the full 360 the boiling ink outlines never stop trembling on every edge, the scribble hatching in shadows keeps redrawing in slightly different positions each frame giving the whole image a living sketchbook vibration even though he holds perfectly still reading, the flat painted color planes on his skin shift between warm peach and darker shadow tones as new surfaces catch the light, the ashtray and ceramic pot on the floor rotate into and out of view naturally, white background STYLE: 2.5D painterly CG. 3D CG geometry underneath for volume and smooth rotation. 2D Grease Pencil layer on top, thick wobbly ink outlines, scribble hatching in all shadows boiling every frame, flat painted color planes not smooth gradients. No photorealism. No smooth CG rendering. Muted palette dark navy warm peach black white. Film grain. Clean white background. Smooth continuous camera orbit.

INK

15,192 Aufrufe • vor 2 Monaten

Created this by using a movement sheet as a reference image to animate the dance using Seedance 2.0 + ChatGPT image 2.0 on Yapper GPT Image 2.0 Prompt: Dance Sequence Instruction Sheet [VISUAL STYLE] A composition featuring a highly detailed 3D-rendered female dancer. Designed like a professional choreography guide with a technical, diagram-inspired layout. Clean white background, soft studio lighting, and strong contrast to highlight body movement and posture. [GRID LAYOUT] Structured 4×4 panel grid (16 frames total), evenly spaced with thin black divider lines. Each panel is identical in size and clearly numbered from 1 to 16 to show a continuous dance progression. [CHARACTER] Use image1 as the base character. The same female dancer appears consistently across all panels with accurate likeness and proportions. [WARDROBE] The dancer wears a stylish, performance-ready outfit: a well-fitted top paired with a short, flowy skirt. The look should feel modern and visually appealing while still practical for dance movement. Fabric should subtly respond to motion (slight flow and folds), even in grayscale. [PANEL STRUCTURE – EACH FRAME] Top-left: Step number + short dance move title (e.g., “Step 5 – Spin Transition”) Center: Full-body pose capturing a precise moment in the choreography Bottom-left: 3–4 lines of concise instruction describing the move Overlay: Motion arrows and directional guides illustrating how the dancer transitions [MOTION INDICATORS] Incorporate curved arrows for fluid motion, straight arrows for directional steps, and circular indicators for spins or turns. Emphasize rhythm, weight shifts, and body isolation. [RENDER QUALITY] High-detail sculpted 3D style with smooth grayscale shading, subtle shadows, and clean linework. Maintain a polished, concept-art level finish with clarity in every pose. [RESTRICTIONS] No color, no background scenery, no extra characters, no visual clutter, only the dancer and instructional elements.

Johnn

54,611 Aufrufe • vor 2 Monaten

this effect is all over tiktok right now and nobody's explaining how to actually do it properly... the 3d balloon character thing. where someone turns into a shiny inflatable version of themselves that still moves and talks. looks pretty smooth in feeds. the workflow is stupid simple once you see it. step 1: take any photo. drop it into an image gen tool (nano banana pro). prompt it with something like "make the person in the photo a plastic blow up balloon character with a shiny surface. keep the face details as 3d balloon details including the person in the background. don't change background" that's it for the image. don't overcomplicate the prompt. shorter = more consistent results. (learned this after wasting like 2 hours trying to get "perfect" prompts that kept giving me garbage) step 2: take that balloon image + your original video and drop both into kling motion control. prompt: "turn the motion and detailed mouth movement of the video to the setting of the image" that's literally it. kling maps the motion from the real video onto the balloon character. mouth moves. head turns. expressions transfer. the whole thing renders in a few minutes. the result looks like a $500 custom animation and costs you maybe $0.30 in kling credits. people are getting 500k+ views with these because the scroll-stop factor is insane. nobody expects to see a shiny inflatable version of someone giving a real speech or doing a product review. the play here is obvious btw. run this for client content (mix with the hook and real body, check the results yourself) or use it on your own faceless channels as a hook pattern before the algo catches up...

KNOX

25,773 Aufrufe • vor 5 Monaten

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.

Zara

21,357 Aufrufe • vor 6 Tagen

🚨 𝗔𝘀𝘀𝗮𝘀𝘀𝗶𝗻'𝘀 𝗖𝗿𝗲𝗲𝗱 𝗦𝗵𝗮𝗱𝗼𝘄𝘀 - 𝗥𝗲𝘃𝗶𝗲𝘄 Assassin's Creed Shadows is the beginning of the third phase of the series. After more than 80 hours of playtime, I can say that it's superior to the second phase in almost every way. However, fans of the modern story and the mythological elements in previous games might be disappointed. 𝐌𝐲 𝐫𝐞𝐯𝐢𝐞𝐰 𝐢𝐬 𝐛𝐚𝐬𝐞𝐝 𝐨𝐧 𝐭𝐡𝐞 𝐟𝐨𝐥𝐥𝐨𝐰𝐢𝐧𝐠 𝐬𝐩𝐞𝐜𝐢𝐟𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬 : Platform : PS5 (Base) Mode : Balanced/Canon/immersive Version : 01.001.019/01.002.103 𝐒𝐭𝐨𝐫𝐲 : 𝟐𝟓-𝟑𝟓𝐡 𝐏𝐥𝐚𝐭𝐢𝐧𝐮𝐦 : 𝟒𝟎-𝟓𝟎𝐡 𝐏𝐥𝐚𝐭𝐢𝐧𝐮𝐦 𝐃𝐢𝐟𝐟𝐢𝐜𝐮𝐥𝐭𝐲 : 𝟑/𝟏𝟎 %𝟏𝟎𝟎 : 𝟗𝟎-𝟏𝟎𝟎𝐡 🟢 Best story in the series in recent years 🟢 An incredibly beautiful world 🟢 An amazing soundtrack album 🟢 Excellent combat system 🟢 Best stealth in recent years 🟢 Great character development for both main characters 🟢 A great skill tree 🟢 High gameplay variety thanks to completely different weapons 🟢 One of the best weather systems in gaming history 🟢 Excellent performance in Balanced Mode 🟢 Good side activities (although they become repetitive after a while) 🟢 Great season system that adds a lot of variety to the game environment 🟢 Notable improvements in the Hideout compared to Ravensthorpe 🟢 Allies' return is great and practical 🟢 Very good level of destructibility 🟢 Canon mode 🟢 Good DualSense support 🟡 Although several incredible side missions are included in the game, their overall quality isn't top-notch. 🟡 A.I. has improved slightly (especially in Expert mode), but enemies still behave strangely in some scenes. 🟡 Reverting to the "Odyssey" loot system was a bad decision. 🟡 Forced ray tracing in the Hideout results in a very weak frame rate in that area (on PS5 Base). 🟡 The game needs several QoL updates (like adding an option for changing the time of day and seasons). 🟡 The modern story could have been much better. 🔴 Low-quality cutscenes after the prologue 🔴 Bugs Although Assassin's Creed Shadows isn't a problem-free game, as a fan, it has met all the expectations I had for it. Most of the issues I have with it can be fixed through future updates. If you were a fan of the second phase games, you will undoubtedly enjoy it. If you didn't have any interest in them, Shadows might change your mind. SCORE: 9/10

PlayStation Game Size

206,031 Aufrufe • vor 1 Jahr

As a graphics engine coder I think when you look at a flickering bug like this one in the video below it’s not immediately obvious what is going on. The key here is observation - to study this flickering/bugged render carefully - what do we see? Firstly for me it was very obvious that nearly all of the scene shadows were flashing on and off - but (but!) there was a secondary issue where some buildings and parts of the sky were also flashing purple. Hmmmm. Interesting. I initially thought then this might be two separate bugs - but because the sky purple element could only based on full screen post fx and not 3D rendering I looked at this first with a few GPU captures to step through all our post processing to find the rendering stage which made these pixels turn purple: When I did this I found the colour 3D texture LUT grading that makes our different biomes have unique colour palettes was going very wrong - colours near 0 or 1 were wrapping and making the purple elements that we see in the said sky and base parts. The only way this could happen was if the texture was corrupt (which it was not) or if the 3D texture sampling was wrapping and not clamped as intended. That was the Eureka moment - because if the post fx had the wrong texture sampler then the disappearing shadows which also require an exact texture sampler for comparing depth might be also wrong because of the same kind of texture sampling issue! So with this idea that the engine was using the wrong texture samplers, but only in very high draw call scenes like the big base here I the looked at some engine limits and found the bug very quickly - a circular dx12 descriptor buffer for samplers running out over multiple frames, reusing the wrong data for new scenes inflight. Hence the flickering, as the GPU randomly got wrong samplers for some post textures or shadow depth. Easy to fix with triple limits for future expansion and also adding an assert/debug spam in case this limit is ever reached again - QA testers would see this message and report if they ever saw a flicker with this style of bug. My bug and my bad from 2017 porting NMS to DX12 without foreseeing how massively complex bases and our game would grow.

Martin Griffiths

72,701 Aufrufe • vor 1 Jahr

Phoebe Chibi can fight really well Made with Seedance 2.0 on Yapper Tutorial below 👇🏻 Prompt Cinematic 15-Second WuWa-Style Anime Video Prompt (With Cut Scenes) Highly detailed 15-second video in the visual style of Wuthering Waves anime 3D gameplay. Vibrant, high-saturation color palette with glowing teal, purple, gold, and electric blue accents. Strong cinematic bloom, particle effects, motion trails, and dynamic lighting. Smooth 60fps, 4K resolution, vertical format (9:16). Fast-paced meme edit with clean transitions, slow-motion beats, subtle screen shake, and stylized VFX. PART 1 (0–4s) — Exploration + Soft HookWide cinematic shot of an anime-style female character standing on a glowing open-world cliff at sunset. Wind flows through her hair and outfit, particles floating in the air.Cut → tracking shot as she begins running forward, light trails forming behind her 2.4s: soft Korean-style “ee ee” voice plays as she tilts her head slightly, subtle cute expression. PART 2 (4–8s) — Action Build-UpCut → mid-air dash sequence with dynamic camera following from behind.Cut → side angle slow-motion as she flips and draws her weapon, glowing energy forming around it.Cut → close-up of her eyes sharpening with focus, reflections of neon particles intensify, environment reacting with slight distortion. PART 3 (8–12.7s) — Power MomentCut → wide combat shot as she unleashes a flashy ability, spinning with bright teal and purple energy trails.Cut → top-down shot showing circular AoE effects expanding outward.Cut → slow-motion impact moment with bloom lighting and screen shake.Everything builds visually toward a peak. PART 4 (12.7–13.5s) — Punchline ShiftSudden tonal switch.Close-up zoom on her face with exaggerated cute expression.Warm pastel overlay replaces previous dramatic 12.7s: voice line “hah baby jovi” plays, synced with a slight head bob and playful eye movement. PART 5 (13.5–15s) — Meme Loop EndingCut → chibi-style or softened version of the character.She makes a silly or adorable expression (puffed cheeks or blink loop).Text or subtle bounce animation.Voice repeats: “baby chubi baby chubi” in sync with rhythmic head movement. Overall Style NotesSeamless quick cuts (every 0.5–1.5s), energetic pacing, balanced mix of cinematic and meme humor.Strong contrast between epic action build-up and cute comedic payoff.Consistent lighting transitions from dramatic neon to soft pastel at the punchline. #WutheringWaves #流萤 #Firefly #ホタル #HonkaiStarRail📷 #崩壊スターレイル #AIイラスト #AIart️️️️️️️️️️️️️️️️️️️️️ #ArknightsEndfield #phoebechibi #seedance2

Sharon Riley

12,700 Aufrufe • vor 2 Monaten

What if an anime World Cup trailer looked this cinematic? Made with Seedance on Kinovi.AI Created a 15-second football epic featuring rain-soaked stadiums, explosive dribbling, and a legendary bicycle kick finish. Would you watch a full anime football film like this? Prompt: TITLE: NIGHT OF LEGENDS — World Cup 2026 Trailer STYLE: Semi-3D anime sports cinematic. Sharp anime facial features, expressive eyes, cel-shaded wet hair, realistic athletic body proportions. Heavy rain, realistic physics, dramatic floodlights, cinematic depth of field, premium sports-commercial quality, ultra-detailed motion, seamless character consistency across all cuts. DURATION: 15 Seconds FORMAT: 16:9 CHARACTER: Same football striker throughout all shots. Original fictional World Cup 2026-inspired kit with tournament crest. ──────────────────────────── CUT A — STADIUM AWAKENS TIME: 0:00–0:03 (3 sec) Wide cinematic stadium shot at night during heavy rain. Massive floodlights activate one by one around the arena, illuminating sheets of rain. The lone striker stands at the center circle with head lowered. Rain streams down his hair and jersey. His fists slowly tighten as each light ignites behind him, creating a powerful silhouette. Camera slowly pushes forward from a wide shot into a medium shot. CAMERA: Slow dolly-in, centered composition. SOUND: Floodlights powering on, distant crowd murmur, rainfall. BGM: Single deep sub-bass hit, dark and ominous. ──────────────────────────── CUT B — THE LOOK UP TIME: 0:03–0:06 (3 sec) Extreme close-up of the striker's face. Rain slides down his jawline and across his focused eyes. He lifts his head sharply toward camera. One controlled breath escapes. His eyes narrow with determination. Camera tracks slightly around his face before cutting to his first explosive step toward the ball. CAMERA: Extreme close-up, slow orbit, dramatic lens compression. SOUND: Heartbeat thud, sharp inhale, first boot impact on wet turf. BGM: Low rhythmic pulse synchronized to heartbeat. ──────────────────────────── CUT C — THE RUN & THE TOUCH TIME: 0:06–0:09 (3 sec) The striker accelerates through driving rain. Tight close-ups of boots striking wet turf. Quick touches push the ball forward. He performs a sharp body feint past the first defender. Instantly transitions into a low drag-back, leaving a second defender behind. Anime-style motion trails and rain streaks emphasize speed. Water splashes with every step. CAMERA: Tracking shot, low-angle action shots, dynamic speed ramps. SOUND: Rapid ball taps, splashing water, defenders fading behind. BGM: Fast cinematic percussion building intensity. ──────────────────────────── CUT D — THE BICYCLE KICK TIME: 0:09–0:12 (3 sec) The striker flicks the ball upward with a heel touch. Time slows dramatically. He launches backward into a fully inverted bicycle kick. Rain droplets freeze around him. Stadium lights create a glowing anime rim light around his silhouette. His boot strikes the ball at the highest point of the motion. The ball rockets toward goal through suspended rain particles. CAMERA: 360-degree slow-motion rotation around athlete. SOUND: Deep whoosh, crowd gasp rising into roar, powerful strike impact. BGM: Massive orchestral crescendo at contact. ──────────────────────────── CUT E — THE NET & THE HERO TIME: 0:12–0:15 (3 sec) The ball blasts into the upper corner of the net beyond the goalkeeper's desperate dive. Net snaps violently. The crowd erupts. The striker lands, rolls smoothly onto his feet, and stands motionless in the rain. His chest rises and falls from exertion. Camera slowly pushes into a close-up hero portrait as rain falls around him. Final title appears. TEXT OVERLAY: "NIGHT OF LEGENDS" CAMERA: Goal shot → Hero medium shot → Close-up portrait. SOUND: Net snap, stadium explosion of cheers, breathing settling. BGM: Heavy bass drop resolving into a victorious orchestral finale. ──────────────────────────── CONSISTENCY NOTES • Use Cut B close-up as character reference for all cuts. • Maintain identical face, hairstyle, eye shape, and kit throughout. • Same rain density from beginning to end. • Same stadium architecture and floodlight configuration across all shots. • Consistent semi-3D anime sports aesthetic. • Continuous musical build from tension to triumph. • Realistic football physics and natural athletic movement. • Cinematic sports-commercial quality throughout.

Jessica Collins

32,463 Aufrufe • vor 22 Tagen