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Future CSS Tip! 🤞 You could create an image zoom/crop using the CSS object-view-box property 🔍 img { object-fit: cover; object-view-box: inset( var(--top) var(--right) var(--bottom) var(--left) ); } CodePen.IO link below! 👇

168,050 görüntüleme • 3 yıl önce •via X (Twitter)

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Household chores created using a movement sheet as reference to animate the entire scene using ChatGPT Image 2.0 and Seedance 2.0 on Yapper GPT Image 2 Prompt; [VISUAL STYLE] Monochrome grayscale composition featuring a highly detailed 3D-rendered female character. Designed like a professional instructional guide with a technical, diagram-inspired layout. Clean white background, soft studio lighting, and strong contrast to highlight posture, actions, and object interaction. [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, showing a continuous sequence of household activities. [CHARACTER] Use the provided reference image for the face and overall likeness. Same facial features, skin tone, and proportions Natural makeup, soft expression Consistent identity across all 16 panels Realistic proportions and clean hairstyle (loose or tied back) [WARDROBE] Modern, modest casual outfit: Fitted crop top (not revealing, clean neckline, practical for movement) High-waisted straight or slightly wide-leg jeans (full length, neat fit) Optional minimal sneakers or barefoot indoor styling Fabric should react naturally to movement (subtle folds and tension) [SCENE APPROACH] Minimal, clean environment per panel — only essential props related to the chore. No clutter, no complex backgrounds — focus stays on the subject and action. [PANEL STRUCTURE – EACH FRAME] Top-left: Step number + task title (e.g., “Step 4 – Vacuum Floor”) Center: Full-body pose performing the chore Bottom-left: 3–4 concise instruction lines Overlay: Motion arrows and directional guides showing action flow [CHORE SEQUENCE EXAMPLES] Make the Bed Tidy Up Room Dust Surfaces Vacuum Floor Sweep Floor Mop Floor Do Laundry Hang Clothes Fold Clothes Clean Kitchen Counter Wash Dishes Take Out Trash Water Plants Clean Bathroom Organize Shelves Final Room Reset [MOTION INDICATORS] Curved arrows → fluid actions (wiping, folding) Straight arrows → directional movement Circular arrows → repetitive motions (scrubbing, mopping) [RENDER QUALITY] High-detail sculpted 3D style with smooth grayscale shading, soft shadows, and clean linework. Polished, concept-art level finish with clarity in every pose and object interaction. [RESTRICTIONS] No color, no unnecessary background detail, no extra characters, no revealing clothing, no clutter — only the subject, props, and instructional elements.

Johnn

73,025 görüntüleme • 4 ay önce

✨ I open sourced my first Chrome extension 🚀 SuperLevels I vibe coded it to replace all my Chrome extensions that are increasingly being bought up by spyware and malware companies who sell your data or worse hack your accounts and steal your stuff/money/data, which I'd call one of the top security risks right now For example: Chrome extensions can read your cookies or localStorage data, including session tokens, then login to your web or email accounts and hack you, they can inject code into any site to pull data form any site you browse, then break into your crypto accounts, drain your wallets, and selling your browsing history to ad companies, but that'd actually be the most favorable thing to happen of all these! Chrome extensions are just very very very unsafe So I coded my own, that I can trust because I made it, and I can read the source code: my extension is called 🚀SuperLevels and has all the features that the Chrome extensions I used to use have but all built into one safe one The cool thing is it's 100% open source and free, and you can audit the code first with AI yourself before installing it, and then if you do install it, customize it to your liking again with AI It has these features that improve my daily workflow while browsing the web: 🚮 Tab Cleaner Automatically closes inactive tabs after a configurable timeout (default: 5 minutes). Set excluded hosts to keep important tabs alive. View and re-open recently closed tabs. 🍪 Cookie Editor Full cookie manager for the current site. View, edit, add, and delete cookies. Export cookies as JSON. Expand any cookie to see and modify all fields including domain, path, SameSite, secure, and httpOnly flags. 🔀 Redirect Tracer See every redirect hop your browser took to reach the current page. Shows status codes (301, 302, 307, etc.) with a visual chain. Copy the full redirect chain to clipboard. 🌙 Dark Mode Instant dark mode for any website using CSS filter inversion. Adjustable brightness. Toggle per-site or globally. Images and videos are automatically re-inverted so they look normal. 𝕏 X Dim Mode Custom dim theme for X/Twitter with 7 color palettes: Dim, Slate, Jade, Plum, Dusk, Ember, or a custom hue. Live preview in the popup. ⚡ JS Toggle Disable JavaScript per-site with one click. Useful for debugging, reading articles without popups, or testing progressive enhancement. Page reloads automatically. 🚫 GDPR Cookie Consent Dismisser Auto-hides and auto-clicks cookie consent banners. Supports OneTrust, CookieBot, Didomi, Quantcast, GDPR plugins, and dozens more frameworks. Toggle off if a site breaks. 🎨 Live CSS Editor Write custom CSS for any website, applied in real-time as you type. Saved per-domain. Supports tab key for indentation. 📺 YouTube Unhook Removes YouTube distractions: no homepage feed, no sidebar suggestions, no end screen overlays, no Shorts. Search still works — just no algorithmic recommendations. 🎵 Music Recognizer Shazam-like music identification for any tab. Captures 10 seconds of audio and identifies the song via ACRCloud (free signup, bring your own API key). Results link to YouTube. History of recognized songs. 🖼 Picture-in-Picture Pop the largest video on the current tab into a floating PiP window with one click. 🗺 Google Maps Links Re-adds clickable Maps links and map preview cards to Google Search results. 🖼 View Image Adds a "View Image" button back to Google Images, linking directly to the full-size original image. {} JSON Formatter Auto-detects pure JSON response pages and formats them with syntax highlighting, collapsible sections, and a dark theme. Copy or view raw with one click. Never triggers on regular HTML pages.

@levelsio

259,817 görüntüleme • 4 ay önce

grok imagine image prompt: Create an extreme close-up portrait of a cyberpunk anime girl, captured from a low-angle shot below her chin and slightly to her right, using a subtle wide-angle fisheye lens for a curved, immersive perspective that fills 80% of the frame with her face, while her left shoulder and upper body appear asymmetrically in the lower-left corner for an intimate, selfie-like proximity. Her head is gently tilted toward her right shoulder, with a three-quarter facial view angled slightly downward-right, and her eyes gazing diagonally upward and to her left toward a wondrous point in the distant city skyline, pupils directed to the upper-left corner, conveying a dreamy, unfocused gaze of wistful contemplation, quiet curiosity, and gentle awe, lips parted about 4 millimeters to reveal a glimpse of upper teeth, corners in a neutral-to-soft smile, and a relaxed brow. Her large, expressive anime-style eyes, 25% larger than realistic, feature grey-blue-teal irises with a subtle gradient from darker outer rings to lighter centers, embedded with faint concentric targeting reticles, geometric shapes, and crosshairs suggesting cybernetic implants, along with detailed reflective catchlights, extremely long black eyelashes, thick eyelash lines, and subtle lavender-grey eyeshadow. Her smooth, flawless anime skin has a warm peachy undertone, illuminated by soft amber-orange light on the left side for a glowing warmth with subsurface scattering on edges like nostrils, contrasted by deep shadows on the right for dramatic chiaroscuro, plus highlights on the nose bridge, lip center, and cheeks with a gentle blush. Full, glossy peachy-coral-orange lips are slightly parted, showing four to six shadowed upper teeth, with wet shine reflections. Her small, delicate nose has a soft rounded tip and subtle shadows beneath. Short, messy black bob haircut falls to jaw level with choppy layers, wispy side-swept bangs tucked under oversized wraparound goggles that cover from mid-forehead to nose, featuring fully transparent clear lenses, a thick matte olive-khaki frame with weathered texture, bright neon yellow-gold LED strips along the edges casting a saturated glow on her skin, small status indicator dots on top, and subtle mechanical details including a holographic HUD display faintly visible in the lenses, all with cyan-teal rim lighting on the right side of her hair for a glowing outline effect, suggesting a slight breeze and evoking a trance-like mood of peaceful wonder in a cyberpunk world.

tetsuo

20,029 görüntüleme • 6 ay önce

MiniMax H3 - Prompt Share This prompt turns any reference image into a video showing how the subject could be made by hand from scratch. I tried it with my profile picture. It should work with any subject. Prompt: A cinematic creation film follows one maker reconstructing the main subject shown in the referenced image completely from scratch. The referenced image defines the finished subject’s complete visible appearance, proportions, structure, materials, colors, clothing or surface details, and distinctive features; ignore its background, framing, lighting, and unrelated elements. Begin directly on an empty, clean virtual workbench. Use a stable front three-quarter overhead view that keeps the developing subject readable. There is one maker throughout, represented by the same consistent left and right hands and forearms. Show no more than two hands at once. From 0 to 14 seconds, the entire creation unfolds as a clearly accelerated timelapse with rapid, purposeful hand movement and restrained motion blur. Short jump cuts compress repetitive manual work only after each action has visibly completed. Every cut inherits the exact form and progress left by the previous action. 0-2 seconds: One hand enters already holding the first foundation material, armature, or base element appropriate to the referenced subject and places it at the center. The second hand steadies it as the maker establishes the initial supporting form. 2-8 seconds: The maker rapidly develops the subject’s major structure and volumes using one coherent creation method appropriate to what the referenced image depicts. A living subject is sculpted as one continuous, non-gory digital form from armature to anatomy; a vehicle or machine is built from chassis to functional structure; an object is formed or assembled from its supporting body outward. Each additional material or component enters from outside the frame while firmly held by one of the maker’s hands, is carried to its destination, and remains under hand control until attached or shaped. 8-12 seconds: The same hands develop the recognizable outer form and reference-specific features. The maker sculpts, fits, wraps, stitches, fastens, carves, or polishes only where appropriate to the subject. Facial features, hair, clothing, body panels, wheels, glass, surfaces, accessories, or equivalent defining elements emerge through visible hand and tool contact, never through spontaneous transformation. 12-14 seconds: The maker refines proportions, edges, joints, surface transitions, textures, colors, and distinctive details until the developing subject closely matches the referenced image. One hand stabilizes the form while the other performs each final adjustment with a hand-held tool. 14-15 seconds: The maker removes the last tool by hand and withdraws both hands. The timelapse returns to normal speed as the camera makes a restrained push toward the completed subject and holds on a clean final view. Materials and components do not need to be visible before use, but anything newly introduced must enter the frame already held by one of the maker’s hands. Nothing moves, assembles, appears, disappears, or changes material independently. Maintain one maker, one continuous subject, one creation position, and one category-appropriate construction method. No assistants, extra hands, detached anatomy, duplicated elements, magical morphing, drawing phase, software interface, cursor, menus, annotations, or text overlays.

Kōda

115,287 görüntüleme • 3 gün önce

Successfully generated this with Seedance 2.5—without any face-related moderation restrictions. The result is amazing! prompt: For the target video, at 0.00 seconds into the target video, (from [Shot 1]) is fully referenced. integrated_multimodal_description: [Shot 1] A continuous live-action first-person smartphone recording based entirely on . is the only visual reference for the adult female dancer's appearance, face, hairstyle, hair color, costume, body proportions, environment, room layout, wall, floor, lighting, color and initial spatial composition. Preserve the original visual identity and environment of . The camera closely reproduces the distinctive perspective of : a strong high-angle first-person smartphone POV looking substantially downward at the woman. The camera is clearly above her eye level. The top of her head, shoulders and upper body are visibly seen from above. Keep substantial ceiling visible in the upper part of the frame. Do not use an eye-level view, third-person view, orbiting camera or cuts. A single adult arm belonging to the camera operator enters naturally from the lower-right foreground. Show a connected forearm, wrist, palm and fingers. The hand is a moderate-size foreground element, not a giant object. Keep the hand primarily within the lower-right quadrant, occupying approximately 10–18% of the image area. The hand must never extend across the center, cover the woman's face or cover her torso. The woman remains the primary visual subject and the hand is only the foreground controller. Keep the woman physically close to the smartphone, approximately 1.0–1.2 meters away. Her full body occupies approximately 70–80% of the vertical frame. Do not pull the camera backward, do not place her deep in the room and do not progressively make her smaller. The foreground index finger directly controls the woman's dance movement. The woman does not independently freestyle. The hand is the visible movement cue and the woman's body immediately follows it. Maintain these exact control relationships throughout the entire video: UP → WOMAN RISES. DOWN → WOMAN LOWERS. LEFT → WOMAN MOVES LEFT. RIGHT → WOMAN MOVES RIGHT. For UP, the index finger moves clearly upward and the woman's body immediately rises. Her torso extends upward, her posture becomes taller, her arms naturally rise and her center of gravity moves upward. For DOWN, the index finger moves clearly downward and the woman's body immediately lowers. Her knees bend slightly, hips lower, center of gravity drops and torso lowers into a controlled dance position. For LEFT, the index finger moves toward screen-left and the woman's body immediately shifts and sways toward screen-left. Her weight, torso and hips follow the same direction. The entire body movement must be clearly visible. For RIGHT, the index finger moves toward screen-right and the woman's body immediately shifts and sways toward screen-right. Her weight, torso and hips follow the same direction. The entire body movement must be clearly visible. LEFT and RIGHT must not become tiny hip twitches. The woman's body must visibly move from side to side. Keep the horizontal movement simple so the connection between finger direction and body direction remains unmistakable. The hand gesture and corresponding body movement are tightly synchronized. The woman's movement begins as the corresponding finger gesture begins and develops within the same musical beat. No noticeable reaction delay, no one-beat delay, no anticipation and no independent movement. The dance is a confident, sexy viral short-form influencer dance: energetic rhythmic hip movement, controlled waist isolation, subtle torso waves, attractive shoulder movement, pronounced but tasteful hip accents, confident posture, playful facial expression, direct eye contact and natural hair movement. The dance should feel like a polished viral social-media dance challenge. Make the movement sexy, stylish, rhythmic and visually captivating while keeping it non-explicit. During LEFT and RIGHT movements, maintain the direct horizontal hand control while adding sensual hip accents. During UP and DOWN movements, maintain the direct vertical hand control while adding smooth waist and body movement. Never sacrifice hand-to-body control for complicated choreography. Use a fast modern viral dance rhythm with strong clear beats. Command sequence: UP → DOWN → LEFT → RIGHT → LEFT → RIGHT → UP → DOWN → LEFT → RIGHT. Each command produces one clearly visible corresponding body movement. Do not add unrelated freestyle movements, spins, walking or complicated footwork. The index finger moves with strong, deliberate gestures. The wrist and forearm naturally follow the finger. Use short, clear upward, downward, leftward and rightward gestures. Do not use weak floating gestures. Keep the hand in the lower-right foreground and never allow it to dominate the center of the frame. Maintain one continuous handheld smartphone recording with subtle natural camera instability. Preserve the strong high-angle perspective and close composition throughout the entire shot. Do not zoom out, pull backward, lower the camera or lose either the hand or the woman's full body. At the end, use LEFT → RIGHT → UP. The woman performs a left body movement with a sensual hip accent, a right body movement with a sensual hip accent, then rises into a confident final dance pose. The hand remains in the lower-right foreground and does not move into the center. Hold the final pose briefly. overall_soundscape: Natural indoor room ambience, subtle foot movement, fabric movement and quiet smartphone handling sounds, preserving the acoustic character of . non_diegetic_music: A modern viral short-form dance track with strong punchy beats, crisp percussion and clear rhythmic accents. Each major beat provides a timing point for the hand gesture and its corresponding dance movement.
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Successfully generated this with Seedance 2.5—without any face-related moderation restrictions. The result is amazing! prompt: For the target video, at 0.00 seconds into the target video, (from [Shot 1]) is fully referenced. integrated_multimodal_description: [Shot 1] A continuous live-action first-person smartphone recording based entirely on . is the only visual reference for the adult female dancer's appearance, face, hairstyle, hair color, costume, body proportions, environment, room layout, wall, floor, lighting, color and initial spatial composition. Preserve the original visual identity and environment of . The camera closely reproduces the distinctive perspective of : a strong high-angle first-person smartphone POV looking substantially downward at the woman. The camera is clearly above her eye level. The top of her head, shoulders and upper body are visibly seen from above. Keep substantial ceiling visible in the upper part of the frame. Do not use an eye-level view, third-person view, orbiting camera or cuts. A single adult arm belonging to the camera operator enters naturally from the lower-right foreground. Show a connected forearm, wrist, palm and fingers. The hand is a moderate-size foreground element, not a giant object. Keep the hand primarily within the lower-right quadrant, occupying approximately 10–18% of the image area. The hand must never extend across the center, cover the woman's face or cover her torso. The woman remains the primary visual subject and the hand is only the foreground controller. Keep the woman physically close to the smartphone, approximately 1.0–1.2 meters away. Her full body occupies approximately 70–80% of the vertical frame. Do not pull the camera backward, do not place her deep in the room and do not progressively make her smaller. The foreground index finger directly controls the woman's dance movement. The woman does not independently freestyle. The hand is the visible movement cue and the woman's body immediately follows it. Maintain these exact control relationships throughout the entire video: UP → WOMAN RISES. DOWN → WOMAN LOWERS. LEFT → WOMAN MOVES LEFT. RIGHT → WOMAN MOVES RIGHT. For UP, the index finger moves clearly upward and the woman's body immediately rises. Her torso extends upward, her posture becomes taller, her arms naturally rise and her center of gravity moves upward. For DOWN, the index finger moves clearly downward and the woman's body immediately lowers. Her knees bend slightly, hips lower, center of gravity drops and torso lowers into a controlled dance position. For LEFT, the index finger moves toward screen-left and the woman's body immediately shifts and sways toward screen-left. Her weight, torso and hips follow the same direction. The entire body movement must be clearly visible. For RIGHT, the index finger moves toward screen-right and the woman's body immediately shifts and sways toward screen-right. Her weight, torso and hips follow the same direction. The entire body movement must be clearly visible. LEFT and RIGHT must not become tiny hip twitches. The woman's body must visibly move from side to side. Keep the horizontal movement simple so the connection between finger direction and body direction remains unmistakable. The hand gesture and corresponding body movement are tightly synchronized. The woman's movement begins as the corresponding finger gesture begins and develops within the same musical beat. No noticeable reaction delay, no one-beat delay, no anticipation and no independent movement. The dance is a confident, sexy viral short-form influencer dance: energetic rhythmic hip movement, controlled waist isolation, subtle torso waves, attractive shoulder movement, pronounced but tasteful hip accents, confident posture, playful facial expression, direct eye contact and natural hair movement. The dance should feel like a polished viral social-media dance challenge. Make the movement sexy, stylish, rhythmic and visually captivating while keeping it non-explicit. During LEFT and RIGHT movements, maintain the direct horizontal hand control while adding sensual hip accents. During UP and DOWN movements, maintain the direct vertical hand control while adding smooth waist and body movement. Never sacrifice hand-to-body control for complicated choreography. Use a fast modern viral dance rhythm with strong clear beats. Command sequence: UP → DOWN → LEFT → RIGHT → LEFT → RIGHT → UP → DOWN → LEFT → RIGHT. Each command produces one clearly visible corresponding body movement. Do not add unrelated freestyle movements, spins, walking or complicated footwork. The index finger moves with strong, deliberate gestures. The wrist and forearm naturally follow the finger. Use short, clear upward, downward, leftward and rightward gestures. Do not use weak floating gestures. Keep the hand in the lower-right foreground and never allow it to dominate the center of the frame. Maintain one continuous handheld smartphone recording with subtle natural camera instability. Preserve the strong high-angle perspective and close composition throughout the entire shot. Do not zoom out, pull backward, lower the camera or lose either the hand or the woman's full body. At the end, use LEFT → RIGHT → UP. The woman performs a left body movement with a sensual hip accent, a right body movement with a sensual hip accent, then rises into a confident final dance pose. The hand remains in the lower-right foreground and does not move into the center. Hold the final pose briefly. overall_soundscape: Natural indoor room ambience, subtle foot movement, fabric movement and quiet smartphone handling sounds, preserving the acoustic character of . non_diegetic_music: A modern viral short-form dance track with strong punchy beats, crisp percussion and clear rhythmic accents. Each major beat provides a timing point for the hand gesture and its corresponding dance movement.

underwood

245,132 görüntüleme • 13 gün önce

OFFICIAL: EASTER EGG GUIDE FOR TOTENREICH: Wonder Weapon: 1. Head to The Drydocks and lower The Crane, this will allow you to wall jump and interact with the tip of the ship to pick up the Chain Link 2. Next, Head to Storm Bridge and pick up Chili Chunks behind the truck next to Deadshot 3. Place Chili Chunks on the table in the middle of the Skalen Market 4. Next, Head to Burial Grounds left-side door and interact with the keyhole. 5. Interact with the door again and hold it to open the door and to unlock the underground area. 6. This will spawn a Zursa Bear during a special round (starting the second special round) you need to kill him and he will drop The Lantern 7. Place The Lantern in the center of the Underground Room in Burial Grounds. 8. Constellations will appear around the wall. Interact with them as they’re shown on the table in this order: left, right, back, front. 9. Once completed, Astrid will appear and talk, she will then travel to different areas of the map. She will occasionally stop and you will need to kill frost zombies next to her. 10. Once all the Soulboxes are completed an Obstacle Course will form on the outside of The Lighthouse, climb to the top by Jumping / Wall Jumping up 11. Once you reach the top, Listen to the Astrid talk and pick up The Jotunn Star Wundersignal: 1. After completing Jotun Star Quest Head to The Lighthouse and inside on a shelf there will be a Crowbar 2. There are Multiple Wooden Boxes around the map with red IDs on the bottom right corner of the front of the box in red (for example III-6) use The Crowbar on the Wooden Box that has the Roboterteile ID (the IDs are on the shipping manifest in the War Factory Admin Room), this will give Flak Gun Round War Factory Core Foundry Fjord Road Dry Dock 3. Head to Turret Gun beside The Lighthouse and place Flak Gun Round then melee with Jotunn Star 4. Next, Head to The Robot Head in spawn and interact with it to search broken piece to get The Transmitter 5. Go to Tyr’s Head and place it inside the Wall Machine thingy at the top of the Ladder 6. Next, whilst inside of Tyr’s Head underneath the balcony there are 3 white lights, 2 of these lights will blink, count how many times it blinks -Both lights will remain on, There is the sound of a light turning on to indicate the start of a new light flashing cycle where both lights will flash at the same time to a certain count (for example left 2, right 5). Both lights will be on and then it will flash another set (for example left 6, right 4). (Unsure if these 2 combos have to be put into console in order but correct entry will give two different voicelines.) After entering one correctly you will be kicked out to hear voiceline and can re-enter console to input the 2nd shortly afterwards. 7. Now head to Core Foundry, and use a molotov to burn the ascender to access the consoles. 8. Ascend and interact with the consoles, The next part is timed and has a cooldown if you fail - you need to Calibrate the Amplitude and Frequency using the flashing light code. 9. Once this has been done head to the room Next to the Radio Tower and pick up The Wunderbarrage Controller Atomkraft Core 1. Find three uraniums: Uranium #1 Find the Fishing Rod (Olaf’s Personal Item) locations: - Dry Dock - Storm Bridge - Fishery Island - Beacon island Look for a Glowing Green Fish jumping around the water at each Fishing Location and use the Fishing Rod at that location once you see it Fishing Locations: Eidskallen Landing x2 Beacon Island x2 Eidskallen Square x2 Dry Dock (found one so far) Fishery Island x2 Tyr’s Foot (found one so far) Once the fish is caught it will spawn an Irradiated Ravager (HVT) that will disappear and respawn somewhere else, chase it down and kill it (check your map to see its location, it shows up as an HVT). It will drop a Uranium. Uranium #2 Next, Craft an ARC-XD (there is one for free in Eidskallen Square on top of a box near the flame trap, you can get it by fishing as well) and melee the vent at Core Foundry to the left of the zipline to open the Secret ARC-XD Course. Blow up the boat full of barrels. Once the course is completed the 935 Genetic Lab room will be open and another Uranium x2 will be inside a Prison Cell There are several Jars with Heads inside in this room, all labelled A,B,C,D,E Look down the Hallway inside the Lab and note which numbered rooms have Nuclear Symbols 1 = A, 2 = B, 3 = C, 4 = D and 5 = E Take one Jar at a time that corresponds with the Numbers next to Nuclear Symbols and place them on the machine to the right of the cell door, once the correct jars are placed the Jar on the left side of the machine will glow purple and you can pick up acid There is a Big Chunk of Meat on a desk next to multiple drawings in the same Room, interact with it, then Pick up The Necrospike Once you have The Necrospike, use it on the Prison Cell Door, this will trigger a lockpick mini game. Spin the lockpick until the lock turns white 3x to unlock the cell, then pick up the second Uranium. Uranium #3 Next you need to craft or obtain the Glocke Drop, once you have one call it in, then shoot 20 mid-air zombies it throws up. This will drop the third and final Uranium. 2. At the Dry Dock, you need to call a WunderBarrage (unlocked by completing Wundersignal steps) in on the “02 Building” at Dry Dock (where there’s debris on the stairs), this will open the stairs to the Machine Workshop. 3. Inside The Workshop there is a Claw Machine which you can place all of The Uranium inside of and play a mini-game. -Have a big group of 7 cores and a small group of 2 cores. 4. Once you complete the Mini-game you will be able to pick up The Atomkraft Core (Note: you drop if you zipline, and cant sprint with it) 5. Head to Quick Revive and place The Atomkraft Core on generator next to quick revive. Go into the shed behind quick revive and turn on the generator. You must now defend the The Atomkraft Core until it’s charged. In interrupted you must turn on the generator again to continue. 6. Take the The Atomkraft Core to the barrel on the Storm Bridge and a Mini-Cutscene will play between the Giant and The Robot. Vegvisir 1. After the cutscene finishes, The Dravakar Shard will spawn at Tyr’s Foot, pick it up 2. Pick it up and place the Shard inside the Bloodheim Hall on the bonfire 3. Use WW range attack to light the fire 4. Use Disciple Injection (there should be a free one around the map) and throw zombies into the bonfire (I only had to throw four) 5. A lockdown will start. Kill the boss zombie and pick up the Sunstone from the bonfire 6. Put the Sunstone in the church and do a range WW attack on it. 7. Around the map, there will now be floating rocks and runes. Above the church there will now be a compass with runes and arrows. -Shoot the floating rune rocks with the ranged WW in the order of the arrow lines. If an arrow has 1 line, then that's the first one. If an arrow has 2 lines, that's the second one, etc. 8. Go into Tyr's Head and interact with the console to start the boss fight. Credit to Callum and the ZoneX discord

COD: Zombies News

82,267 görüntüleme • 4 ay önce

PROMPT: Generate a continuous 15-second premium live-action broadcast TV commercial for a high-performance family kitchen blender, designed as an energetic, polished consumer-appliance advertisement emphasizing FAST BLENDING POWER. The commercial must tell a complete miniature visual story within exactly 15 seconds: a busy family needs breakfast quickly, fresh ingredients enter the blender, one touch unleashes powerful high-speed blending, a thick mixture transforms almost instantly into a perfectly smooth fruit smoothie, the family enjoys the result, and the commercial ends on a clean hero product shot with the promise: “Smooth in Seconds.” Maintain a consistent high-end contemporary commercial visual style throughout the entire sequence: photorealistic food photography, tactile ingredient detail, premium appliance surfaces, energetic but controlled camera movement, crisp natural highlights, appetizing freshness, believable family warmth, and polished broadcast-advertising finish. Shoot as if captured on an ARRI Alexa 35 cinema camera using a coordinated set of 24mm, 35mm, 50mm, 85mm, and 100mm macro cinema lenses. Preserve realistic perspective, physically plausible motion, natural depth of field, smooth highlight roll-off, subtle cinematic contrast, clean skin tones, rich food texture, controlled motion blur, and sharp product detail. The entire commercial takes place during one continuous bright weekday morning in the SAME modern family kitchen. The kitchen has warm off-white cabinetry, pale natural-oak counters, a large sunlit window frame-left, brushed stainless-steel fixtures, a small breakfast table in the background, subtle family-life details, and a clean uncluttered countertop. Warm morning sunlight enters consistently from frame-left at approximately 5200K, supplemented by soft interior fill, producing gentle directional shadows and bright natural reflections. Maintain the same architecture, counter layout, window position, furniture, appliances, background objects, lighting direction, and color palette throughout every shot. New camera angles reveal different perspectives of the same physical kitchen and must never create a different-looking location. LOCKED PRODUCT: one premium family countertop blender with a compact matte-silver motor base, black control panel, one illuminated circular speed control, large clear 1.8-liter blending pitcher, black fitted lid, stainless-steel blade assembly, sturdy black handle, and subtle unbranded front badge area. The blender’s shape, proportions, materials, controls, pitcher geometry, lid, handle, blade assembly, reflections, scale, and countertop position remain identical throughout every shot. It begins centered on the main kitchen counter and never changes location. LOCKED INGREDIENTS: fresh strawberries, banana pieces, blueberries, mango chunks, Greek yogurt, milk, and several ice cubes. Ingredients must retain recognizable colors and textures before entering the pitcher. Once added, object permanence must be respected: ingredients cannot reappear outside the blender. During blending, the mixture must transform physically and continuously from visibly chunky fruit and ice into a uniform thick pink-red smoothie. LOCKED FAMILY: a mother in her mid-30s with shoulder-length dark brown hair wearing a soft beige knit top and blue jeans; a father in his late-30s with short dark hair wearing a pale blue casual shirt; an approximately eight-year-old daughter with dark brown hair in a ponytail wearing a muted yellow T-shirt; and an approximately six-year-old son with short brown hair wearing a light green T-shirt. Preserve their exact ages, facial identity, hairstyle, wardrobe, body proportions, and appearance whenever visible. Their expressions progress naturally from hurried anticipation to impressed surprise to relaxed enjoyment. Avoid surreal food behavior, floating ingredients, impossible liquid physics, teleporting objects, changing blender geometry, inconsistent pitcher fill levels, duplicated fruit, warped hands, extra fingers, changing wardrobe, altered kitchen architecture, random background changes, excessive lens distortion, unreadable product geometry, fake plastic food textures, excessive camera shake, oversaturated grading, artificial CGI appearance, flickering light, exposure shifts, continuity resets, jumpy object positions, text artifacts, random labels, logos, watermarks, or unrelated products. 00:00–00:02.0 — OPENING PROBLEM / FAMILY MORNING RUSH. Begin with a dynamic 24mm wide establishing shot from approximately countertop height, looking diagonally across the kitchen while preserving a left-to-right spatial axis. The mother moves briskly toward the counter from frame-left as the two children wait near the breakfast area in the background, visibly eager and short on time. The father passes behind them preparing to leave. Morning sunlight streaks naturally through the frame-left window. The locked blender is already visible on the counter as the visual anchor, positioned prominently but naturally in the foreground-right. Use a smooth fast dolly-in toward the blender rather than a hard zoom. Small breakfast details suggest a busy school morning without cluttering the frame. Sound begins with subtle morning kitchen ambience, quick footsteps, a chair movement, and upbeat rhythmic music immediately establishing urgency. No spoken dialogue. 00:02.0–00:04.0 — INGREDIENT SPEED MONTAGE. Match-cut into a rapid sequence of three extremely concise food-preparation inserts totaling exactly two seconds. First, a 100mm macro close-up catches vivid strawberries and blueberries dropping into the clear pitcher, with realistic gravity, bounce, moisture, and fruit texture. Cut to banana pieces and mango chunks entering from above, maintaining the exact pitcher position and increasing fill level logically. Cut to a tight side insert as Greek yogurt, milk, and ice cubes enter last. Use crisp impact sounds synchronized with each ingredient: thump, splash, clink. Each insert changes visual information and advances the preparation; never repeat the same composition. Camera movement is minimal and precise so the speed comes primarily from editorial cutting. The blender remains OFF throughout these inserts. 00:04.0–00:05.2 — ONE-TOUCH ACTIVATION. Cut to an 85mm close-up from a low three-quarter front angle of the blender control panel. The mother’s right index finger enters naturally from frame-left and presses the illuminated circular control exactly once. Show believable fingertip compression against the control. The instant contact occurs, the control illumination brightens and the motor begins. Add a precise tactile click followed immediately by a confident rising electric motor sound. Use a subtle fast push-in timed to activation. The hand exits naturally; do not show multiple presses. 00:05.2–00:08.2 — POWER DEMONSTRATION / HERO BLENDING MOMENT. Cut to a dramatic but physically realistic 50mm close three-quarter view of the entire pitcher. The motor accelerates rapidly. Ice cubes and fruit initially tumble downward toward the stainless-steel blades, then form a powerful controlled vortex. Show the transformation continuously: recognizable strawberries, blueberries, banana, mango, yogurt, milk, and ice become progressively smaller and more integrated until the mixture turns into a completely smooth, thick pink-red smoothie. The action must communicate exceptional blending speed without supernatural physics. Condensation begins subtly on the outside of the pitcher. Tiny droplets and believable internal turbulence catch the frame-left morning light. During this three-second power demonstration, execute a controlled semicircular camera move of approximately 35 degrees around the front of the blender without crossing the established spatial axis. Begin slightly frame-left of the product and finish near frontal three-quarter. Maintain the blender base completely stable on the countertop with no unrealistic vibration or sliding. Use one brief 100mm macro insert lasting approximately 0.5 seconds to reveal the high-speed vortex and disappearing final fruit fragment, then return immediately to the matching three-quarter product angle. Sound design intensifies with a strong smooth motor whirr synchronized to the vortex, layered with the upbeat music. At approximately 00:07.6, the last visible fruit fragment disappears into the vortex. By 00:08.2 the mixture is visibly uniform, silky, and completely smooth. This transformation is the commercial’s core proof point: FAST BLENDING POWER. 00:08.2–00:09.5 — INSTANT RESULT. The motor stops cleanly. Cut to a 100mm macro beauty shot looking through the clear pitcher wall at the perfectly smooth smoothie surface settling from a gentle spiral into a glossy, uniform texture. A small central swirl collapses naturally. No chunks remain. Condensation beads on the exterior catch bright highlights. Use shallow depth of field while retaining enough pitcher edge detail to identify the product. Sound drops from the motor into a satisfying soft stop, followed by a subtle musical accent. A confident female voice-over begins: “Powerful blending…” 00:09.5–00:11.5 — POUR AND PROOF. Match the circular smoothie motion into a 50mm close-up of the mother tilting the same pitcher and pouring the thick smoothie into two clear family drinking glasses on the same countertop. The liquid forms a smooth continuous ribbon with realistic viscosity and no splashing errors. The pitcher’s remaining fill level decreases correctly. Camera tracks gently with the pour from left to right. The daughter and son appear softly out of focus beyond the glasses, watching with excited expressions. As the glasses fill, rack focus briefly from the flowing smoothie to the children’s delighted reaction. Voice-over completes: “…smooth results in seconds.” 00:11.5–00:13.0 — FAMILY PAYOFF. Cut to a warm 35mm medium shot at the breakfast counter. The two children each take one synchronized first sip from their filled glasses, then immediately exchange impressed smiles. The mother stands behind them with a relaxed satisfied expression while the father takes a filled travel cup and moves toward frame-right, suggesting the blender has saved valuable morning time. Keep performances natural rather than exaggerated. The blender remains visible in the background on its original counter position, recognizable and unchanged. Morning sunlight and the same warm neutral palette continue without variation. The music opens into a bright satisfying resolution. The daughter gives a quick authentic smile and says: “That was fast!” 00:13.0–00:15.0 — PRODUCT HERO / BRAND END FRAME. Use a clean visual match cut from the child’s smoothie glass to the locked blender standing alone in a polished hero composition on the SAME kitchen counter. Shoot on an 85mm lens at slightly below pitcher midpoint for a confident premium product perspective. The blender occupies the center-right of frame while a freshly poured smoothie glass, two strawberries, several blueberries, and one mango slice form a restrained ingredient arrangement in the lower foreground-left. These garnish ingredients are separate presentation ingredients introduced only for the hero composition and must not imply that previously blended ingredients have magically reappeared. Create a slow controlled 5% push-in during the final two seconds. Frame-left morning sunlight creates a clean edge highlight along the clear pitcher and matte-silver motor base. Maintain realistic reflections, exact product geometry, and crisp separation from the softly defocused kitchen background. At 00:13.3, introduce a clean broadcast-safe text overlay in the negative space on frame-left: “FAST BLENDING POWER” At 00:14.0, transition cleanly to the primary campaign line: “SMOOTH IN SECONDS.” Below it, smaller: “POWER FOR EVERY FAMILY MORNING.” Typography is modern, bold, minimal sans-serif, perfectly legible, horizontally aligned, broadcast-safe, with no distorted letters and no unnecessary graphical effects. Keep all typography outside the physical blender silhouette. Voice-over, confident and warm: “Fast power. Smooth mornings.” End exactly at 00:15.0 on a perfectly stable hero frame with the blender sharply resolved, smoothie glass visible, campaign line readable, music landing on a clean sonic logo accent. CAMERA AND EDITING RULES: Use motivated cuts whenever subject, visual information, camera position, action, or emotional emphasis changes. Maintain energetic medium-fast commercial pacing: wider contextual opening, rapid ingredient inserts, tactile activation close-up, high-energy blending demonstration, sensory result macro, fluid pouring shot, human reaction payoff, then a slower premium hero landing. Preserve the established 180-degree axis throughout. No camera crosses the axis unless visibly motivated, and no silent changes in object placement occur between cuts. Maintain consistent camera height for matching shot types. Screen direction remains left-to-right for preparation and family movement. Every shot must introduce new action, information, perspective, reaction, or product proof. AUDIO DESIGN: Begin with subtle morning kitchen ambience under upbeat modern percussive music. Synchronize fruit impacts, ice clinks, control click, motor acceleration, vortex intensity, motor stop, smoothie pour, drinking sounds, and final sonic logo precisely to picture. The blender motor must sound powerful but refined rather than harsh. Duck music naturally beneath the voice-over and daughter’s dialogue. No audio clipping or abrupt ambience resets between cuts. VISUAL COLOR SYSTEM: warm off-white, pale natural oak, matte silver, fresh strawberry red, blueberry blue, mango golden-yellow, and creamy smoothie pink-red. Preserve natural skin tones and realistic food saturation. Use a premium contemporary commercial grade with moderate contrast, soft highlight roll-off, clean whites, controlled blacks, and no teal-orange exaggeration. MOVEMENT AND PHYSICS: All hands interact correctly with objects. Ingredients obey gravity. Liquid volume remains continuous. The pitcher fill level increases when ingredients are added, decreases when smoothie is poured, and never resets between shots. The blender stays physically planted on the counter during operation. The motor vortex follows plausible fluid dynamics. Hair, clothing, reflections, condensation, shadows, and liquid motion react naturally. Maintain strict character consistency, product consistency, object permanence, environment continuity, lighting continuity, and forward-only time progression across the full sequence. Render the final commercial at 24 fps, 16:9 broadcast aspect ratio, UHD 3840×2160 resolution, high-bitrate cinematic master quality, natural 180-degree shutter motion blur, realistic cinema-lens behavior, subtle fine sensor texture, clean compression, no visible digital artifacts, no temporal flicker, no frame interpolation artifacts, and photorealistic high-end commercial rendering. Preserve sharp product edges and legible end-frame typography while allowing natural depth-of-field falloff. The entire finished sequence must be EXACTLY 15 seconds long. Do not extend or shorten any beat. The central visual message must be immediately understandable without dialogue: a busy family morning becomes easier because this family blender turns whole ingredients and ice into a perfectly smooth drink with exceptional speed. The emotional progression is urgency → activation → power → instant proof → family satisfaction → premium product promise. Final audience takeaway: FAST BLENDING POWER. SMOOTH IN SECONDS.

Gumvue Studio

20,808 görüntüleme • 1 ay önce

grok imagine prompt: (text-to-image) Create a full-body portrait of a burned-out cyberpunk anime netrunner, captured from a slightly low-angle shot positioned at his eleven o'clock, using a subtle wide-angle lens for an immersive perspective that frames his entire seated figure at 70% of the composition, with tangled cables and defunct monitors filling the remaining space to create a throne-like silhouette of technological decay. His body is slumped asymmetrically in a salvaged high-backed chair, spine curved, head tilted back and slightly to his left, weight collapsed onto his right hip, left leg extended loosely forward with foot barely touching the ground, right leg bent with knee falling outward, left arm draped limply over the chair's arm with fingers trailing toward the floor, right hand resting palm-up on his thigh in quiet surrender, shoulders uneven and rolled forward, conveying complete physical and emotional exhaustion, a body that has simply stopped. His face is angled in a three-quarter view tilted upward-left, and his large, expressive anime-style eyes, 25% larger than realistic, are half-lidded and unfocused, gazing toward a point somewhere beyond the cracked ceiling, pupils directed to the upper-right corner but seeing nothing, conveying a hollow, dissociated thousand-yard stare of profound depletion, quiet grief, and the ghost of former brilliance, lips parted approximately 3 millimeters in an exhale that forgot to finish, corners pulled slightly downward in unconscious sorrow rather than active frowning, brow soft but with a subtle furrow of lingering pain between the eyes. His eyes feature pale grey-green irises with an almost washed-out quality, subtle gradient from silvery outer rings to dim seafoam centers, embedded with flickering glitched data streams, fragmented code characters, and corrupted geometric patterns suggesting damaged or overused cybernetic implants, some iris segments appearing to stutter or display dead pixels, along with dim diffused catchlights reflecting distant monitor glow, extremely long black eyelashes, thick eyelash lines slightly smudged as though he has rubbed his eyes repeatedly, and subtle bruise-purple shadows beneath indicating sleeplessness. His smooth, flawless anime skin has a pale porcelain undertone with unhealthy translucence, illuminated by cool blue-white monitor light from behind and to the right casting an ethereal backlit glow along his jaw, neck, and shoulder edges, contrasted by a single warm amber shaft of light falling diagonally from a crack in the ceiling above-left, creating dramatic chiaroscuro with deep shadows pooling in his eye sockets, beneath his cheekbones, and in the hollow of his throat, plus highlights on his left cheekbone, the bridge of his nose, and his cupid's bow, with visible subsurface scattering on his ears and the thin skin of his eyelids showing faint vein traces. Pale, slightly dry lips with a muted rose-grey tone are parted, showing a glimpse of shadowed upper teeth, with minimal shine suggesting dehydration. His nose is elegant and slightly sharp, with a defined bridge and delicate nostrils, subtle shadows beneath. Medium-length disheveled black hair falls in uneven layers past his ears and into his eyes, originally styled but now unwashed and tangled, some strands plastered to his forehead and temples with dried sweat, others sticking up at odd angles from running hands through it repeatedly, with subtle blue-violet rim lighting on the right side creating a ghostly luminous outline, a few strands appearing to float slightly from residual static charge in the air. Along his temples and trailing down the sides of his neck are seven visible neural jack ports consisting of circular metallic implants approximately 2 centimeters in diameter with matte gunmetal-chrome housings, three on the right temple in a triangular cluster, two on the left temple, two on the right side of his neck below the jaw, several showing visible damage including hairline cracks in the housing, one with a small chunk missing exposing internal components, and two or three leaking faint wisps of pale blue-white light like luminous smoke, with irritated reddish skin around the edges suggesting overuse or infection, small status indicator lights on each port either dim, flickering erratically, or completely dark. He wears an elegant but threadbare black suit jacket over a wrinkled white dress shirt, jacket shoulders slightly too wide suggesting recent weight loss, fabric worn shiny at the elbows and cuffs, subtle iridescent threading in the lapels that once displayed data patterns now showing only static, collar open with top three buttons undone revealing sharp collarbones and the neural ports on his neck, thin black tie loosened and pulled askew, shirt untucked on one side. Slim black trousers are rumpled at the knees and ankles, one pant leg slightly hitched up revealing a sliver of pale ankle above scuffed black leather shoes, one shoe half off his trailing foot. His hands are elegant with long fingers, visible veins, subtle interface scarring across the knuckles, and faint calluses from keyboard use. The throne-chair is constructed from salvaged materials including a high-backed executive chair base wrapped and nearly consumed by masses of tangled cables in black, grey, and faded colors, some cables plugged into ports along his spine through gaps in the jacket, others hanging loose with exposed copper wiring, defunct monitors of various sizes stacked and leaning behind and around him creating a halo of dead screens, a few displaying static, one showing a frozen error message, most completely dark, their combined shapes suggesting decayed wings or a corrupted halo. Scattered around the base are empty nutrient containers, a fallen glass, loose hardcopy printouts with illegible data. The environment suggests an abandoned server room or personal sanctuary fallen into neglect, concrete walls visible in the periphery, dust motes floating in the amber light shaft, cool blue ambient glow from the monitors creating a melancholy atmosphere of faded genius, beautiful tragedy, and quiet dissolution in a cyberpunk world that consumed one of its brightest minds.

tetsuo

153,630 görüntüleme • 7 ay önce

NEW QUESTIONS REGARDING THE CHARLIE KIRK ASSASSINATION (MORE ARE POPPING UP EVERY HOUR): An event 1/4 of this size with a nobody speaker would have ambulances immediately on scene for emergency situations like this. So why was Charlie Kirk instead stuffed into a predetermined SUV, that would have to follow traffic laws on the way to the hospital, with no medical supplies, no oxygen, and no medical personnel? He's carried there by 6 dudes (including the SAME 2 GUYS that were making the umpire hand signals seconds before the shot (white hat/white shirt guy and black shirt/black sunglasses guy) The black sunglasses guy also appears to be THE SAME PERSON that was on Trump's secret service team the day he was also shot...? (see attached pic) Nobody carrying Charlie is applying pressure to the neck wound as they run him to the car. Instead, they are just letting his head violently flop all over the place, the last thing you would do following a traumatic neck injury And despite the above carelessness with a gaping neck wound...there isn't a single drop of blood anywhere on the ground, his shoes, or any of the people carrying him 🤔 How come there are new camera angles of the shot emerging showing the blood coming out not from his neck...but from under his shirt, more in the upper-chest area? Many have forgotten that the eyewitness reports on the day of the event were saying they saw him get shot in the CHEST. The story didn't change to NECK until after those 2-3 videos we've all seen spread across the internet like wildfire, which as my original post demonstrated, had some pretty weird, potentially AI-looking inconsistencies (ring changing fingers, black dot on the top-right of his shirt moving diagonally up and seemingly BECOMING the bullet hole wound, the wound itself shifting slightly to the side when watching frame-by-frame, etc.) Could this have something to do with why some video-analyzing sleuths are spotting a black object inside the collar of Charlie's shirt, right in the area this blood is coming out in the above-mentioned angles? (See the attached video where I included clips of all of these new discoveries) Additionally, is it a complete coincidence that the freemasonic #33 has been spammed ALL OVER the event, AND the following investigation? Stacks of hats on the stage adding up to 33, supposed murderer driving 3 hours to get there, 3K people in attendance, "300 cases of politically-motivated violence since January 6th" being reported across Yahoo and other MSM outlets, manhunt lasting exactly 33 hours (Kash Patel even corrected himself after saying 36 hours, to make sure everyone heard 33 on the livestream), and many more such examples And ANOTHER coincidence, that the man they've pinned all of this on looks exactly like Lee Harvey Oswald, one of the most classic patsies in the history of US Government cinema? What about the Jew decoy they trotted out (George Zinn), who also just happens to be a key witness that reported seeing planes flying into the twin towers on 9/11/01, AND has connections to the Boston Marathon bombing? How did the supposed shooter—according to the official story we're being given—take apart the gun and stuff it in his backpack & pants in seconds (not possible according to experts), then escape the scene without being seen lugging around these giant gun parts, then REASSEMBLE THE GUN BACK TOGETHER AGAIN to leave it nicely in a box in the forest. What??? Passports found underneath the world trade center, anyone? Why was Kash Patel wining & dining at a "swanky Italian restaurant in NYC" just hours after Charlie—his self-proclaimed "best friend"—was brutally murdered live on the world stage? He has a private jet - why didn't he use it to go there and investigate? What are the odds that at the exact same time Charlie was shot, there was a big senate hearing going on regarding the Epstein files, in which they concluded they were not going to release them? (A convenient time for a distraction) What are the odds that Trump and Bibi Netanyahu—in completely different timezones and with completely different schedules—posted a "Pray for Charlie" tweet at the exact same time, to the minute? How was a book titled "The Shooting Of Charlie Kirk" published on Amazon on September 9th...then quickly taken down from the website? And what about that "Charlie Kirk Dead at 31" song posted on Soundcloud a month ago? Many have commented that, after watching the Erika Kirk TPUSA press conference video, they intuitively got weird vibes from it, sensing that it appears she is acting. I won't inject any personal opinion on this one - go watch it for yourself, and draw your own conclusions. ALL OF THIS SAID: It could not be any more blatantly obvious that whether or not all of the above bizarre occurrences are just incompetence, insane coincidences, or some mixture of the two, there is something very big going on behind the scenes here, and we've been fed a gigantic plate of lies over the last few days of unfolding events, with most of the internet is eating it up faster than Kash Patel at a swanky Italian restaurant in NYC. The only question is: how deep do the lies surrounding this situation go? (Watch the final attached video for many different levels of speculation, for you to come to your own conclusions on where you draw the line) Question everything. Always.

₿en Wehrman

428,187 görüntüleme • 11 ay önce

THIS ENTIRE CINEMATIC ACTION SHOT WAS GENERATED WITH AI. AND YOU CAN SEE EXACTLY HOW IT WAS MADE. Higgsfield has just open-sourced its Originals, giving creators full access to the workflow behind some of its best productions. For every project you can inspect: → the complete prompt → every image and audio reference → the exact generation settings, including model, quality and resolution This scene combines a continuous one-take camera move, large-scale naval combat, realistic explosions, character consistency and cinematic pacing, all driven by a single prompt. Nothing is hidden. You can study it, copy it, recreate it or use it as the starting point for your own projects. Full prompt: "SCENE CONTEXT One continuous shot. The camera faces down the wrecked, burning deck toward the BOW of the ship — and Eduardo, blown off the raised STERN DECK behind the camera by a blast, comes FLYING IN from ABOVE AND BEHIND — leaping off the second level, sailing in over the lens on a forward arc, through raining seawater — slams onto the MAIN deck one level below, AHEAD of the camera, and rolls through a tumbling somersault, momentum carrying him toward the bow. Two crewmen flee past him — one leaps overboard. Eduardo fights his way toward the bow under incoming fire: an explosion bursts on his LEFT — he dodges away and is knocked down; he struggles back to his feet — a second explosion on his RIGHT — he ducks and shields behind debris; then he breaks into a sprint for the bow — the camera sweeps around ahead of him and settles OFF THE BOW, FRONTAL: he leaps over the bow rail TOWARD the camera, the ship filling the background behind him — and THE INSTANT he clears the rail, a COLOSSAL explosion consumes the ship behind him: the blast wall catches him MID-AIR and he VANISHES inside it — he never escapes. The cloud overtakes the camera; the frame floods to 100% smoke and dust. The shot ENDS inside the dust: no transition, no reveal — it holds to the end. ACTIVE REFERENCES >> — lean pirate captain, dark curly hair falling free from under a dusty mustard-yellow cloth bandana, a small white shark tooth pinned to the front of the bandana above his temple, thin moustache, gold hoop earrings, cream linen shirt under a worn brown leather waistcoat, cloth sash and leather belts. 100% matches the reference; the man fighting down the deck toward the bow. >> — Eduardo's galleon: pale square sails, tall wooden sterncastle. 100% matches the reference; controls the ship's exterior — sails, masts, rigging and hull; already battle-damaged in this shot — burst bulwark, smoldering rigging, debris on the deck. >> — the deck of the same galleon seen FROM THE RAISED STERN DECK LOOKING FORWARD TOWARD THE BOW: the great wheel and brass compass binnacle in the near foreground, an ornate lantern post, a carved balustrade, a staircase descending to the long MAIN deck — weathered planking, small cannons along both rails, black gratings, coiled ropes, the mainmast amidships, the forecastle and bow in the far depth, open sea on both sides. 100% matches the reference; controls the full on-deck geography, set dressing AND the shot's base viewing direction — from the stern toward the bow. >> — calm bright sea, glittering sun path, hazy horizon. Controls water and sky atmosphere only. >> — weathered pirate crewmen (bandanas, rough shirts, vests). 100% match the reference; TWO of them appear early in the shot, fleeing — one leaps overboard. LOCATION MAP The deck of >> aboard >> on >> — the raised stern deck (wheel, binnacle, balustrade) at the BACK, the staircase down, the long main deck with cannons, gratings and the mainmast running FORWARD to the distant BOW, exactly as on the reference — the main deck now a wrecked corridor of splintered planks, fallen spars, torn rigging and small fires. The camera sits at the forward edge of the raised stern deck, just past the wheel, LOOKING FORWARD along the whole deck toward the bow — the reference's own vantage; the wheel and binnacle may edge the near foreground. The bow rail and bowsprit are the destination, background-center, open sea beyond them. Sea and smoke beyond the broken side rails; seawater from near-miss columns rains down over the deck in the opening. FIRST FRAME / BLOCKING First frame: deck level, MS, camera facing down the wrecked deck toward the BOW in the background-center — the view of >>: from the stern-deck edge the long main deck runs away to the bow and bowsprit against open sea and sky, cannons along both rails, the mainmast mid-depth, smoke streaming across the frame, small fires burning left and right, seawater spray falling across the deck like rain, the deck listing, loose gear sliding; the wheel and binnacle just behind/beside the camera, edging the near foreground. Eduardo is NOT in the first frame; within the first half second he comes off that second level behind the camera — his body sweeping in OVER the lens from above and behind, boots crossing the top of the frame, flying FORWARD and DOWN one deck-height into the depth of the shot toward the bow. FORMAT MODE One continuous shot — the camera does not cut on its own. The shot ENDS inside the dust whiteout; there is NO location change and NO reveal after it. PHASE 1 — the landing and the gauntlet: >> comes FLYING IN from ABOVE AND BEHIND the camera — blown off the stern deck by a blast, his body sweeping in over the lens and arcing DOWN-AND-FORWARD one full deck-height onto the main deck below, arms out in front of him, back to camera — falling THROUGH a curtain of seawater raining down from a collapsed near-miss column; he SLAMS onto the wet MAIN-deck planks in the depth of the frame and rolls through a hard tumbling somersault AWAY from the lens, toward the bow, water bursting off him and the boards, scattering debris, coming up to a crouch facing the bow, soaked and shaken. TWO crewmen of >> bolt past him in panic — one sprints aft past the camera, the other vaults the side rail and LEAPS OVERBOARD, legs kicking. Eduardo starts working down the deck toward the bow, camera following behind. An incoming round EXPLODES on his LEFT — a burst of flame, planks and spray — he flinches away to the right and is knocked off his feet onto the deck. He struggles up, heavy and unsteady, one hand pushing off a fallen spar — and a second round EXPLODES on his RIGHT — he ducks hard, shielding his head behind a broken mast stump, debris raining over him. PHASE 2 — the sprint, the frontal jump, the blast, the dust: he shoves off and breaks into a desperate sprint at 12 km/h for the bow — and as he runs, the camera SWEEPS AROUND him in one continuous arc, ending positioned OFF THE BOW, out over the open water, FACING BACK at the ship: now Eduardo sprints STRAIGHT AT THE CAMERA, the burning ship towering behind him. He plants one boot on the bow rail and LEAPS OVERBOARD TOWARD THE CAMERA — body launching up and out over the water, frontal, face and reaching arms filling the frame — and THE INSTANT he clears the rail, mid-air, the ENTIRE SHIP EXPLODES behind him in full view: a colossal white flash silhouetting his flying body for two frames, the whole vessel going up in one blast — and the expanding wall of flame-lit smoke and debris CATCHES HIM IN THE AIR from behind, swallowing his silhouette whole before he can fall clear — he VANISHES inside the explosion, never escaping it — and the cloud overtakes the lens, the dust filling 100% of the frame. The dust churns, a deep orange glow pulsing inside it and fading. HOLD inside the full dust to the last frame — the generation ENDS here, inside the dust. He never reaches the water; the blast takes him mid-air. OPTICS 47° neutral through the landing, the gauntlet and the jump. No drift. Focus rides Eduardo throughout; in the final dust the frame is pure particulate with no fixed plane. CAMERA Handheld chase behind him for the entire shot, deck level, always looking TOWARD THE BOW — footstep energy visible, jolted by each explosion; in phase 2 it accelerates after his sprint, then arcs around him in one unbroken move and settles off the bow over the water, FRONTAL to Eduardo — he runs and leaps straight into the lens with the ship in the background of his jump. The final blast is the WHOLE SHIP exploding behind his airborne body — a colossal flash, then the wall of smoke bursting forward, swallowing him mid-air and then the lens — the camera stays buried, holding inside the churning dust until the end. ACTION Strict order of events: flying entry from above through falling seawater → hard landing roll (somersault over one shoulder, forward momentum carrying the roll toward the bow, ending in a crouch) → two crewmen flee past, one over the side → left explosion → dodge right → knocked down → a hard, clumsy struggle back to his feet → right explosion → duck and shield behind the mast stump → shove off → full sprint to the bow, camera arcing around to meet him head-on → one boot on the rail → LEAP overboard straight toward the camera → THE INSTANT he clears the rail, the ENTIRE SHIP EXPLODES behind him → the blast wall catches him MID-AIR and swallows him whole → the cloud overtakes the camera → dust to 100% → hold in the dust → END. He never escapes and never reaches the water. Each explosion visibly moves his body: the first throws him down, the second folds him behind cover. PERFORMANCE During the gauntlet: jaw clenched, eyes fixed forward, water streaming off his face after the landing. The fleeing crewmen are pure panic — arms pumping, one glance back, the vault over the rail desperate. In the final sprint: full commitment, arms reaching for the rail, eyes wide — in the jump: full commitment, arms reaching at the lens, eyes wide — and mid-air the world behind him turns white: his flying silhouette swallowed by the blast, reaching hands the last thing visible. PHYSICS The flying entry has true ballistic momentum: he arrives on an arc from above, and the landing roll absorbs it — impact compresses the body, the somersault carries the leftover energy, no weightless float. Falling seawater has real weight — it rains in heavy drops and sheets, splashing off planks, soaking cloth so it clings and darkens. The listing deck tilts his movement; debris has weight and stops his foot when hit. The two deck explosions throw real shockwaves — planks lift, flame flashes then roll into smoke, and Eduardo's falls carry true body weight, hard contact with the deck, no bounce. The overboard crewman drops with real gravity. The final whole-ship explosion obeys mass: the shockwave arrives first — cloth and hair snap flat, the deck bucks under his planted boot — then the fireball's light, then the wall of smoke and debris, heavy pieces falling short, fine dust travelling farthest and swallowing the frame. Dust churns with internal motion, dense, filling every corner of the frame. LIGHTING High sea daylight 5600K, hardened by fire-glow accents from the deck fires and smoke shadow sweeping the deck; falling water catches the sun as bright streaks; each of the two explosions throws a brief warm flash from its side of the frame. The final whole-ship blast: two frames of white-hot overexposure flooding from behind, then deep fire-orange glow inside the rolling dust, fading toward neutral grey-brown as the frame holds and ends. AUDIO Phase 1: a whistling whoosh as he drops in, heavy water raining on planks, a THUD and clatter of the landing roll, grunt, ragged breath; panicked boots of the fleeing crewmen, a yell and a distant splash as one goes over the side; then BOOM left, ringing ears, his grunt as he hits the deck; scrabbling boots; BOOM right, debris pattering down over him. Phase 2: sprinting boots hammering the deck, the wooden knock of his boot on the bow rail, half a beat of pure wind as he hangs in the air — then ONE colossal BOOM as the whole ship goes up behind him, the deepest sound of the film, cracking timber and folding masts inside the roar, everything collapsing into a muffled ring, sound buried with the picture — the ring and the churn of dust holding to the last frame. No music. STYLE Photoreal live-action, fine film grain, real pyrotechnic and particulate language, one unbroken take, 8K master. POSITIVE LOCKS One continuous shot; the camera stays at deck level, behind Eduardo, always looking TOWARD THE BOW. The shot OPENS with Eduardo NOT in frame; he flies in from ABOVE AND BEHIND the camera, over the lens, on a forward arc toward the bow, through falling seawater, and lands in a tumbling roll ahead of the camera — he does not walk into frame and never appears standing before the landing. Exactly TWO fleeing crewmen: one runs aft, one leaps overboard — they appear only in the opening beat. The deck explosions land in strict order after his landing: first LEFT of him (he dodges and falls), then RIGHT of him (he ducks behind cover), then the final blast — the ENTIRE SHIP exploding the INSTANT he clears the bow rail — three explosions total, no more. The jump is FRONTAL: the camera faces Eduardo from off the bow, he leaps toward the lens with the exploding ship behind him in frame. HE NEVER ESCAPES: the blast wall catches him MID-AIR and he vanishes inside the explosion before he can fall clear — no water contact, no landing, no survival beat; the dust swallows him and then the lens. The deck matches >> throughout the run — the shot holds the reference's vantage: from the stern deck forward to the bow, wheel and binnacle at the near edge of frame, never ahead of him; sails, masts and hull match >>. The dust reaches 100% frame coverage and the shot ENDS inside the dust: the frame stays fully dust-filled to the last frame, no clearing, no new location, no reveal. Eduardo's head: mustard-yellow bandana with the small white shark tooth at the front, hair loose." Made with Seedance 2.0 on Higgsfield AI. Full open-sourced prompts & assets below 👇

roman

106,768 görüntüleme • 1 ay önce

🚨What If Earth's Oldest Civilization Never Left the Ocean? What if the intelligence behind some UFO didn't actually arrive here from another star system at all? What if it has been here for longer than us, not hiding in the sky, waiting behind the Moon, or crossing the galaxy in the way that we imagine, but living beneath the oceans inside the one part of Earth we still barely understand? For decades, we have been looking up. The cultural image of UFOs is always the same thing with lights in the sky, craft descending through the atmosphere, visitors arriving from space. Even the word extraterrestrial pushes our attention away from Earth. It tells us the mystery must have to come from somewhere else. But what if that assumption is totally wrong? What if the most important part of the phenomenon is not its relationship to space, but its relationship to the oceans? Earth isn't a land planet it's an ocean planet with islands of land breaking the surface. Human civilization developed on those islands, built cities there, drew borders there, fought wars there, launched rockets from there, and then convinced itself it understood the world. But most of this planet is still beyond our direct reach. The deep ocean is dark, pressurized, vast, hostile to our bodies, difficult to map, difficult to monitor, and almost impossible to police in any sort of meaningful way. If there was another intelligence operating here and it wanted to avoid open contact with us, the ocean would be the obvious place to be. But maybe hiding is the wrong word because a civilization that evolved in the ocean would just live there. When we imagine an advanced underwater intelligence as aliens using the sea as a base, as if they arrived from somewhere else and chose the ocean as cover, that could be way off. It could be one possibility, but the stranger theory is that they never arrived at all. They may have emerged here, in Earth's oceans, long before we ever existed. Life on this planet is ancient. For most of Earth's history, land wasn't even the center of the biological story. The oceans held the chemistry, the minerals, the heat, the pressure, the vents, the darkness and the protection. Hydrothermal vent ecosystems already prove that life doesn't even need sunlight in the simple way that we once thought it did. Entire ecosystems can be built around chemical energy rising from the seafloor. That should have changed how we (SETI) think about life, but humans still keep defaulting to our own surface bias. We imagine intelligence as something that crawls onto land, discovers fire, makes tools, builds cities and eventually launches machines into the sky. That is our path but it's not necessarily the only path. An intelligence that evolved in the deep ocean would have faced a completely different set of conditions. It wouldn't begin with fire, because fire is obviously useless underwater. It wouldn't develop metallurgy in the same way that we did, because open flame and smelting are surface technologies. It wouldn't need wheels, roads, walls or conventional buildings as we do. It would evolve inside pressure, darkness, currents, sound, vibration, magnetism, chemistry and geothermal energy. Its entire technological history would be alien to us even if it was native to Earth. So when people dismiss the idea of an ancient underwater civilization by asking where the factories are, where the ruins are, or where the tools are we have to question whether their technology would leave the same signatures ours does. Would they even build like we build? Industrialization may look totally different. A deep ocean intelligence might not construct dead machinery in the way we do. It might grow structures and use biological engineering before mechanical engineering. It might use mineral matrices, pressure systems, acoustic fields, electrochemical processes or living materials. It might not separate biology and technology at all. To us, that would look less like a civilization and more like an environment. A sufficiently old oceanic intelligence may not have cities that resemble human cities. Its infrastructure may be embedded into geology, vents, trenches, caverns, mineral deposits or biological networks. Its power systems may use geothermal gradients, tidal forces, pressure differences, ocean chemistry or field effects we don't yet even understand. Its communications may not use radio in the way we expect. Sound travels really well underwater. Electrical and magnetic sensitivity exists throughout marine life. A technological species born in that world might build an entire science around signals we barely even treat as communication. This would also explain why the UFO subject keeps revolving around water. The ocean appears again and again in the background of the mystery. USOs, transmedium objects, craft entering or leaving the sea, naval encounters, disturbances under the surface, objects tracked over water, and sightings near coastlines and military maritime zones all point toward the same possibility, that maybe water isn't incidental to the phenomenon, maybe it is central. If some UFO are connected to an ocean based intelligence, then what we see in the sky could only be the visible edge of something way bigger. The craft are not arriving from elsewhere in every case. They may be surfacing from their native domain into ours for short periods of time, crossing that boundary between ocean and air the way we cross from land into water with submarines and diving equipment. The only difference is that they appear to do it way better than we do. Human technology is divided by environment, aircraft are built for air, submarines are built for water while rockets are built for space. Each domain creates different engineering problems, so we build separate machines for each one. But UAP don't appear to play by the same rules. That is what makes the transmedium reports so important. If an object can move through water, air and possibly even space without changing its basic behavior, then it might not even be flying or swimming in the conventional sense. It could actually be controlling the interaction between itself and the medium around it. That kind of technology would make sense for a civilization born in the ocean because water is dense. It resists movement, crushes weak structures. It creates drag, turbulence and cavitation. If an intelligence developed vehicles in that environment, it would eventually need to master boundary control, so it would need to reduce friction, manage pressure, avoid destructive wake effects and move through dense fluid without wasting enormous amounts of energy. If that same technology was later used in air, it might appear to us as silent propulsion, impossible acceleration, no sonic boom, no heat plume and no obvious aerodynamic logic. So what looks impossible to us may simply be the result of a technological path that did not begin with wings and rockets. The old black budget explanation doesn't fully solve this problem either. Yes, some triangle craft, drones and experimental platforms may be human and it would be naive to deny that, but human secret technology still has to come from somewhere. If certain platforms show silent hovering, field effects, plasma signatures, extreme acceleration and transmedium behavior, then we are either dealing with a hidden human science far beyond public understanding, or we are dealing with something that we are trying to imitate. That is where the old 'alien reproduction vehicle' idea and the cryptoterrestrial theory start to overlap. Maybe some of what people call black budget technology isn't purely invented, it's most likely adapted from encounters with something already operating here. Going back to what Grusch said earlier, the implications are massive. If there are underwater bases, facilities, habitats or recurring operational zones known to governments, then this isn't just a question of disclosure. There's a sovereignty issue, who controls the oceans? Who has access to the deep sea? Who monitors undersea cables, nuclear submarines, offshore infrastructure, shipping lanes and military testing ranges? If an unknown intelligence can operate in those spaces without permission, then every major navy on Earth has a problem it cannot publicly admit. Scary thought and that may be one reason the subject is buried so deeply (no pun intended). Some people think that secrecy exists because governments don't want to admit aliens are real, but that may only be part of it. The bigger issue here could be that governments don't want to admit they aren't in full control of the planet. There is a huge difference between saying, 'We have evidence of unknown craft,' and saying, 'There may be advanced non human infrastructure in the oceans and we cannot remove it.' That would also explain the change up from UFO to UAP and from extraterrestrial to non human intelligence. Non human is pretty broad lets be honest. It doesn't tell us where they come from, it leaves room for extraterrestrial, interdimensional, post biological, artificial, ultraterrestrial, cryptoterrestrial or native Earth intelligence. That could well be deliberate. Perhaps the people closest to the classified material know the answer isn't as simple as aliens from another planet as Grusch implied in the clip. An ancient oceanic intelligence would also force science to confront its own blind spots. We know intelligent life evolved on Earth at least once because we are here. But we have no law of nature saying it could only happen once, only on land, only recently, or only through primates. Evolution isn't a ladder with humans at the top. It's a branching process with countless experiments, most of which vanished or left traces we don't fully understand. If an intelligent lineage emerged in the ocean and then moved into environments where fossilization, geological preservation and surface archaeology are poor, we probably wouldn't even recognize the evidence even if fragments existed. Ocean crust is constantly recycled through plate tectonics. Seafloor environments are really destructive. Structures can be buried, subducted, corroded, overgrown or mistaken for natural formations. If a civilization was millions or even hundreds of millions of years old, the survival of obvious surface style evidence would be highly unlikely. Even human civilization, after a few million years, would leave less behind than we like to imagine. Plastics, isotopic anomalies, altered sediment layers and some industrial traces might possibly survive, but buildings, machines and cultural artifacts would mostly vanish. So now imagine a civilization that even never built like us in the first place. This doesn't prove anything obviously, but it makes the dismissal less easy. Then there is the question of why such an intelligence would stay hidden. If it is older and more advanced, why not reveal itself? The answer could be as simple as open contact with humans may not benefit it. We are violent, territorial, extractive and unstable. We turn discoveries into weapons as quick as we can. We militarize frontiers, poison ecosystems, test nuclear devices. We drag the deep sea with cables, sonar, submarines, mining ambitions and military hardware. From the perspective of an older oceanic intelligence, humans probably don't look like peers. Instead we look like the dangerous surface species entering an adolescent technological phase that we are. That could explain the strange pattern of UFO interest in nuclear sites, military installations and weapons systems. If an intelligence lives here, our nuclear age is all of a sudden not just our problem. It is a planetary problem. Nuclear weapons, nuclear submarines, nuclear waste, missile systems and military escalation would all be highly relevant to any non human civilization sharing Earth with us. The same would be true of deep sea mining, ocean pollution, climate change, undersea military networks and artificial intelligence. We may think these are all just human issues, but a hidden Earth based intelligence would see them as threats to a shared planetary system. This gives the UAP phenomenon a very different emotional tone. It's not necessarily invasion or salvation. It may be monitoring, containment or quiet intervention when we cross certain lines. It could be an intelligence trying to stay out of sight while still making sure the surface species doesn't burn the house down. The ancient ocean theory also gives a different reading to secrecy. If governments encountered evidence of this, the first instinct wouldn't be public education. It would be containment, map the sites, track the objects and recover materials if possible. Then to build programs around the technology. Keep adversaries away from the data. Use ridicule to suppress leaks. Let the phenomenon remain absurd, because absurdity is an excellent security system. People don't demand answers from something they have been trained to laugh at. That could be why the UFO/UAP subject always feels half visible. There are official hearings, but not the full data. There are whistleblowers, but never the files. There are blurry videos, but not any context. There are pilots, radar operators and military witnesses, but the system keeps absorbing their testimony into classified channels. The public sees fragments while the real pattern remains locked away. As I always say... Disclosure for the few and not the many. If the ocean is actually involved as Grusch and Burchett imply, the missing data may be even more important than the aerial data. We shouldn't only be pressing what pilots saw in the sky. We should be asking what sonar operators heard under the water, what submarines have tracked. We should also be asking what undersea sensors have recorded near restricted zones and whether there are recurring coordinates, depths, magnetic anomalies, thermal signatures or unexplained acoustic events associated with UAP activity. We need to be asking whether naval archives contain the real spine of the phenomenon. The possibility of underwater bases actually changes how we think about disclosure. If the answer is extraterrestrial visitation, disclosure is about humanity's place in the cosmos. If the answer is an ancient Earth based intelligence, disclosure is about humanity's place on its own planet. That is more intimate and more destabilizing to me than E.T. It means the human story is not the only advanced story Earth has produced. It means our myths of ownership, dominance and uniqueness all collapse overnight, suddenly 'we are not alone' applies to home. That might be harder for people to accept than aliens from space. Aliens can leave but a hidden terrestrial intelligence is part of the planet will blow peoples minds. There is also a spiritual and philosophical layer to this. Many ancient cultures contain stories of beings from the sea, underwater kingdoms, gods emerging from water, serpent people, fish like teachers, luminous beings, and hidden realms beneath or beyond the visible world. That doesn't mean the myths are literal history of course, but it is interesting that human cultures repeatedly placed mystery, intelligence and otherworldly contact in the water. The ocean has always been the border between the known and the unknown. Maybe that symbolism came from imagination or perhaps some of it came from encounters filtered through the language of the time. If an older intelligence interacted with early humans, we wouldn't expect ancient people to describe pressure engineered transmedium craft or non human oceanic infrastructure. They would describe gods, spirits, shining beings, dragons, serpents, sky boats, sea people, underworlds and portals. Human language can only describe the unknown through the symbols available at the time. Even now, we struggle. We call them craft, orbs, drones, angels, demons, aliens, ultraterrestrials, interdimensionals. The labels change, but the confusion always stays the same. The ocean theory also sits strangely well with the consciousness aspect of the phenomenon. If an ancient intelligence developed through biology and field sensitivity rather than brute mechanical industry, it may have integrated consciousness into technology way earlier than we could have. We are only now beginning to wonder whether mind, perception and information are more deeply connected to physics than our materialist models allow. An older civilization may have already built that bridge. Its craft, communication systems and interfaces may respond to awareness, intention, emotion or neural patterns in ways that seem impossible to some of us. That would explain why the phenomenon often feels both technological and psychological. It behaves like machinery, but it interacts like intelligence. It appears on sensors, but it also appears in dreams, symbols, synchronicities and personal experiences. Skeptics see that as evidence the whole thing is imaginary. Maybe sometimes it is, but maybe the strangeness is part of the interface. A civilization that understands consciousness as a field related phenomenon would not necessarily separate contact from perception. It might use perception as one of the channels. This is where the theory becomes tricky, because it doesn't allow us to keep the phenomenon safely outside ourselves. If the intelligence is oceanic, ancient, field based and consciousness aware, then contact might not look like radio signals or embassy meetings at all. It could look like sightings, dreams, intuitions, symbolic downloads, altered states, close encounters, military incidents and physical traces all mixed together. That is messy, but perhaps the mess is not a flaw in the data, it could actually be the signature of a phenomenon that crosses categories we invented too recently to trust. All of this having been said, the theory still needs evidence. It needs coordinates, sensor data, sonar records, materials, biological traces, repeatable patterns and testimony that can be checked. However as a framework, it definitely needs more attention than it gets, because it explains why the UAP phenomenon feels close, evasive, ancient and deeply tied to Earth. The extraterrestrial hypothesis asks how they got here, although I have a theory about that. While the ancient ocean hypothesis asks whether they were already here. That is a completely different question. If what Grusch is saying is even partly correct, then disclosure will reveal that human civilization has been sharing this planet with another intelligence all along. Not openly or equally, and not in a way we were ready to understand, but sharing it nonetheless. The oceans would no longer be an empty wilderness. They would become the frontier of the greatest secret in human history. Could that be why the truth has been so hard to release. Because it's one thing to tell humanity there may be life elsewhere, but it's another thing entirely to tell humanity that Earth was never only ours. #UAP #UFO #USO #UAPDisclosure #NonHumanIntelligence #NHI #UnderwaterBases #OceanMystery #Cryptoterrestrial #Transmedium #Disclosure #ufotwitter #uapX

Skywatch Signal

83,753 görüntüleme • 2 ay önce

‡ Brant – Fast, Expensive, and Worrying In a recent 2yo MSW race at Santa Anita, Brant, a $3m OBS March sales purchase, made a winning debut for his high-profile connections. Sent off at odds of 4/5, he tracked the pace before taking command on the turn, and drew off to win by 5 1/4 lengths. He recorded a very fast raw time, and a 101 Beyer figure. His high auction price was due largely to his having breezed an eighth of a mile in :09 3/5 at OBS. In the wake of the bidding, Amr Zedan, who purchased the colt on the recommendation of his trainer, Bob Baffert, and bloodstock agent Donato Lanni, was quoted in TDN as saying: "These horses are difficult to come by. He ticked all the boxes. He was a very precocious Gun Runner with a great pedigree. And more importantly, if you have someone like Mr. [Bob] Baffert in your corner, that gives you the courage and the guts to just go after quality. And you'll know they are in the best hands to turn them into champions. This one is for the team: Donato and obviously Bob and his ability to turn them into champions. So if you have the great team, the great training, the rest is easy. Was he pricey? Yes. But quality dictates price. So I never hesitated.” The hyperbole, and boilerplate optimism, are understandable, as even owners with very deep pockets prefer not to dwell on their inevitably long lists of expensive failures. But Zedan and their team have also enjoyed a number of high-profile successes, including Taiba, another Gun Runner colt, which won the Santa Anita Derby and the Malibu, both Grade I, before being retired to stud. Lanni, who has signed for at least some of Zedan's other good horses, was quoted as saying: "This is what the boss [Baffert] wanted and what Amr wanted. Gun Runner is a tremendous stallion and he worked really good and galloped out good. He did everything you want one to do.” Again, boilerplate, and if one were to take the reactions of the owner and agent at face value, it would be easy to arrive at the conclusion that the horse had no faults. But that would be naïve. So, let's first take a look at Brant's pedigree. Gun Runner is a "top" sire, and well-capable of getting high-class runners. It's a bit too early to fully judge him as a source of durability, but excluding his current crop of 2yos, his runners are only averaging 10 career starts. That number will rise, but likely not enough to reach, let alone exceed the contemporary industry average of ~15. In other words, though he himself raced 19 times, and won his swan song (the Pegasus World Cup) at five, there is no evidence to suggest that he is likely to eventually prove to be a particular source of durability. Brant's dam, Tynan, raced 13 times, and he is her first registered foal. His second dam, Pappascat, has produced at least five foals to have raced, and while only one has reached 20 starts, four of the five raced at least 12 times, which by today's degraded standards, isn't so bad. The fact that the coat color inherited by Brant, and his dam, can be traced to a notably unsound influence, Unbridled's Song, may or may not be meaningful. But I wouldn't ignore it as a potentially worrying connection. Brant's dam-sire, Liam’s Map, was lightly raced himself, and both his sire (US) and dam have poor records in terms of durability. As a sire, he has thus far produced numbers similar to Gun Runner. So while Brant's first two dams promise more than many that I have come across in similar assessments, and his sire displayed durability on the track, his overall pedigree suggests average durability at best. And what about the word that Mr. Zedan used twice in the above quote – "quality"? Well, Curlin is a quality sire, but in terms of bottom-line production, it leaves a lot to be desired. That's not to say that there are no good runners to be found, in fact the closely related Pappacap, under Brant's second-dam, was a Gr. III winner, and twice Grade I placed. However, through Brant's first six dams at least, I believe there to be just a single Grade I winner, Al Qasr, a Champion stayer in Peru, which appears under his fourth-dam. That is not, by any reasonable definition, a strong bottom-line, although it is fair to say that Brant's first dam is unproven. *** What might be learned from Brant's debut race? Everyone can see that he ran fast, and was much the best of that field, but I would say that there were some nuanced aspects of his performance that were both interesting, and worrying. Those nuances relate to his action, as viewed both through the pan shot, and head-on. Watching the basic (pan) view, Brant appears to display some "knee action". It isn't extreme, but also isn't the type of action that ideally suits dirt runners, and I wouldn't say that the colt appears totally comfortable. Here's a brief, related post on knee action, for reference: Then, we have the (embedded) head-on view, in which Brant displays seriously distorted action in his near-fore (left front leg; right when viewed head-on). It's a fairly extreme example of what is called "winging", and for a number of reasons, does not bode well for durability. Such action is never desirable, and is typically related to certain foreleg conformation flaws, which may include an offset knee, and/or toeing in or out, etc. Note also that under typical American racing conditions (i.e. tightly turning, left-handed tracks), the left front leg is subjected to the greatest torque, which amplifies the potential for injury. It should go without saying that there are occasional anomalies, horses with poor action that remain sound despite such flaws. But they are the exceptions, and it is not uncommon to find abbreviated careers associated with such action. For further reference, here is a link to a closely related post that I wrote after a filly named Amor Fati broke her maiden in eye-catching style in February of 2024. She has made just one further start, and hasn't recorded a work over the past 15 months. What's interesting about Brant is that there are two separate issues relating to his action, and that the some obvious mitigating steps that could have been, or should be taken, in efforts to keep him sound, were not, and are unlikely to ever be taken. First, with regard to his knee action, keep in mind that it is a characteristic that is more typically associated with turf horses. And guess what? Brant's dam was a turf horse. His second-dam was also at her best on turf, and was Gr. II placed on that surface. Also, in some respects, he physically resembles that female line more than his sire. Of course no one who spends millions on a horse that breezed exceptionally fast at a 2yo sale would be thinking "turf", given that the commercial market, and stakes schedules greatly favor dirt runners. But at the same time, it would be a mistake to assume that a fast breeze at OBS necessarily indicates that a given horse will be best suited to dirt. I say that partly because the OBS track features an all-weather surface called "Safetrack", which is far from being identical to dirt racing surfaces. While countless horses have gone through those sales and excelled on dirt, it should never been taken for granted that it will be a preference. And to further flesh out the point, take a look at Brant's breeze video through this link (his pedigree page can also be seen): Despite being rushed to cover a furlong much faster than he ever will again, I would say that he looks smoother, and displays slightly less knee action than in his recent debut race. Why? Could it be, perhaps, because he would prove more comfortable on turf and/or synthetic tracks, than dirt surfaces? Given how he ran first out, this is purely an academic point, as there is virtually no chance that his connections would consider switching surfaces, unless his form on dirt were to deteriorate badly. The second, more important point, relates to Brant's distorted action. I can't find a head-on conformation photo of the colt, but would be very surprised if he does not display flaws in his near-fore. Even in the very unlikely event that the leg were to appear correct, such distorted action would have been on display at the sale, as well as in pre-training at Eddie Woods' farm. And it defies belief that experienced horsemen who were prepared to purchase an extremely expensive horse for an important client would not have covered that base. Which in turn begs two important questions. First, why recommend the purchase of a very expensive horse, no matter how fast, that has yet to race, and displays such distorted action? Secondly, why choose to give such a horse to a trainer whose style and history suggest that injury risk would likely be amplified, rather than mitigated? The answers to those questions help to illuminate why the breed-to-sell paradigm is so insidious. As long as breeders and stud farms are willing to overpay for stallion prospects, and turn blind eyes to conformation defects, distorted action, lack of durability, and modest female families, the connections of horses like Brant need only hope that they hold together long enough to win one or two big races, enabling them cash in. These are the number of career starts made by Zedan's previous best (and expensive) male runners: 9 Arabian Lion 6 Arabian Knight 9 Muth 10 Medina Spirit 11 Hejazi And as long as the AGSC (American Graded Stakes Committee) continues to enable the paradigm through its dishonest KY Derby "prep" Grade I designations, the ultimately damaging feedback loop will likely continue. The answer to the second question is closely entwined, and should be obvious. For all of his faults as a trainer, Baffert has long produced results in stakes races that lead to valuable stud careers, so owners who wish to play the breed-to-sell game consider him to be a logical choice. Of course Baffert and Zedan are hardly alone in supporting the dubious paradigm. But that a horse like Brant could bring millions at a sale, and be given to a trainer who trains very hard, and has compiled a very poor safety record, underscores the extreme degree to which the value of durability has been marginalized by the industry. One final note, and it's a genuine qualification that I always make when producing this type of post, I hope that Brant will enjoy a long, injury-free career. But if I were a betting man...

Tinky

94,348 görüntüleme • 1 yıl önce

【ポーカー遠征のための英語学習】 色々調べた結果、英語圏の日常会話で使用する大半の単語は700語と呼ばれています。そして英語が聞き取れないのは、自分が発音できないからと言われています →じゃあその700語をふんだんに使ったフレーズをネイティブの発音で聞けるようになればいい ということで、150フレーズのリストを作りました 以下をテキスト読み上げサービスにコピペして読ませたら、すぐに発音と聞き取りの勉強がはじめられます ◾️NaturalReader(無料版あり) 700 Words Coverage: 150 Phrases List * I think it is a good idea. * Can you give me some advice? * They want to know the truth. * She made a great effort to finish. * We should take a break for a while. * He told me about his family history. * Please look at this new report. * I need to find a better way. * Could you call me back later? * The world is changing very quickly. * Go to the office in the city center. * Wait for the next train to come. * People live in a different society now. * I believe in your potential and power. * Put the book on the small table. * She became a teacher last year. * Tell me the reason why you left. * It seems possible to change the plan. * Keep your room clean and quiet. * Show me your identity card, please. * They work together to solve issues. * I feel happy during the summer. * Ask him about the social system. * Let's start the game right now. * The child had a fever last night. * Every student must follow the rules. * He works for a large company. * I have a question regarding the case. * Many people moved to the west. * Try to use your time well. * The problem is quite simple. * She always carries a black bag. * Help me build a house here. * The results appear to be correct. * I am sure about his success. * Water is important for our health. * Stop talking and listen to me. * The area is under development. * I met a friend during my trip. * Bring me a cup of tea, please. * It happens almost every day. * The law must protect our rights. * Pay attention to the side effects. * I remember the first time we met. * Open the door with this key. * The price of oil is very high. * He is an American citizen. * Maybe we can win the game. * Everything is going to be fine. * Stay away from the dangerous dog. * The government provides social services. * Read the information on the second page. * They consider the project a success. * I understand your point of view. * The company has a strong position. * We expect to reach the goal soon. * The teacher explained the history lesson. * He spends too much money on drugs. * Whether you like it or not, it's true. * The building was built a century ago. * She has a lot of experience in art. * The program includes national music. * Provide me with more details, please. * The local community is very active. * I am not interested in political issues. * It is difficult to describe the image. * The system requires a special password. * Actually, I have a different opinion. * Please write your name and address. * The state university has a high level. * Follow the instructions to avoid risk. * The father loves his young daughter. * He became the president of the bank. * The result of the research was great. * Wait a moment for the decision. * The market is in a bad condition. * They provide support for poor people. * I feel a sense of responsibility. * The official report was published today. * Look through the window at the tree. * He decided to leave the organization. * The air in the morning is very fresh. * Small businesses need more support. * The economic situation is improving. * I hear a strange sound from outside. * She appeared on the stage for a song. * The former leader had a strong mind. * It’s possible to develop new products. * The police officer asked many questions. * We need to protect the environment. * The movie was based on a real story. * I forgot to pay the tax last month. * The school system is quite complex. * The child grew up in a small town. * Please send me the data by email. * The team works under high pressure. * He lost his way in the dark woods. * The price of the house is too high. * I want to buy a new computer soon. * She has a beautiful voice for music. * The doctor treated the patient with care. * We need to reduce energy consumption. * A lot of evidence supports the theory. * She shares a room with her sister. * The director managed the entire project. * Technology creates new opportunities. * They seek a peaceful solution to war. * He fell on the hard ground. * The book covers various subjects. * I realized my mistake far too late. * Recent studies show a clear trend. * The court made a final decision. * They provide medical care for free. * The plant grows well in this soil. * It’s a matter of personal choice. * The service is available 24 hours. * He works for a security agency. * The bank is near the city square. * I listen to the sound of nature. * The building has a modern design. * They increase the price every year. * The campaign focus is on education. * He hit the ball over the wall. * She wears a beautiful gold ring. * The army took control of the area. * I have no interest in the film. * The worker finished the job quickly. * We had a long talk about the future. * The house is in a safe condition. * He is an author of several books. * The blood test result was normal. * They represent a large organization. * It’s difficult to avoid the risk. * She pushed the door open slowly. * The summer period is very hot. * Nature provides us with everything. * The policy will change recently. * He is likely to win the race. * The term is common in business. * I found a letter in the box. * The store sells various materials. * They fight for their own rights. * The goal of the game is simple. * He represents the federal government. * I am poor but I am happy. * The series is very popular now. * Put the note on the white board. * The movement started a decade ago. * Finally, he reached the mountain top. * Everything depends on your effort.

Hiruma|PLO戦略家|Zen Poker

71,503 görüntüleme • 7 ay önce

This looks so neat and clean Created by using GPT Image 2 + Seedance 2.0 on TapNow Prompt Ultra-luxury cinematic fashion construction film. STRICTLY follow all 12 storyboard panels sequentially without skipping, merging, shortening, reordering, or improvising any panel. Every shot must transition smoothly into the next in exact numerical order from Panel 1 through Panel 12. Total runtime exactly 155 seconds. Maintain absolute continuity in lighting, material behavior, camera language, scale progression, and object identity throughout the entire film. Only ONE shoe exists during the entire video — never show a pair under any circumstance. Visual format: 65mm IMAX film aesthetic, macro-capable Panavision anamorphic lens, ultra-sharp macro detail, shallow cinematic depth of field, fine editorial film grain throughout, subtle horizontal anamorphic lens flares ONLY from thread highlights and suede edge speculars. Infinity cyclorama studio environment with seamless pale grey-to-white gradient background where the floor curves upward into the wall with no visible horizon line. Warm-neutral soft key light from above camera-left creating one consistent clean shadow falling back-right in every shot. Lighting inspired by Loewe / Hermès luxury editorial campaigns — soft but directional, warm and premium, never harsh, never blue, never high contrast, never crushed blacks. Stable cinematography only. No jitter, no AI morphing, no flicker, no ghosting. The entire narrative is a meditative material-transformation journey where a single deep crimson liquid droplet gradually evolves into a handcrafted suede slingback heel through couture construction and hidden comfort engineering. Every material interaction obeys realistic physics. Diegetic sound only — no music, no score. PANEL 1 — THE VOID (00:00–00:10) Wide locked-off cinematic shot of an empty infinity cyclorama studio with pale grey-to-white seamless gradient background. Atmospheric dust floating slowly in warm studio light. Exposure breathing subtly. Silence and soft room tone dominate. After several seconds, one tiny deep crimson droplet slowly falls into frame from above in near weightless slow motion, rotating slightly while catching warm highlights. The droplet lands center frame on the polished cyclorama floor with realistic liquid surface tension physics. It briefly holds spherical form before gently flattening outward. One soft shadow falls back-right. Sound: low room tone, elegant bell-like tick on impact, delicate reverb decay. PANEL 2 — SURFACE TENSION (00:10–00:22) Cut to macro floor-level close-up. Camera slowly orbits around the flattened crimson liquid pool. Surface tension creates organic rounded edges and subtle thickness variation. Warm key light reflects softly like satin lacquer. Tiny ripples propagate outward and gradually settle. Floating dust visible in the beam of light. The liquid slowly begins thickening microscopically as if memory is forming beneath the surface. Edges transition from glossy wetness toward velvety softness. Sound: soft viscous liquid movement, faint atmospheric resonance. PANEL 3 — THE FIRST FIBERS (00:22–00:36) Extreme macro push-in across the crimson surface. Thousands of microscopic suede nap fibers begin extruding upward organically in rhythmic waves. Individual fibers catch warm highlights differently depending on density and angle. The transformation moves naturally across the surface like wind through grass. Matte suede texture gradually replaces liquid gloss entirely. Camera glides slowly across the newly forming velvet landscape. Sound: microscopic fiber rustling, delicate textile friction. PANEL 4 — MATERIAL MEMORY (00:36–00:50) Macro tracking shot across fully formed crimson suede terrain. Every velvet strand visible in extreme detail. Invisible pressure waves beneath the suede subtly shift the nap direction, creating tonal changes across the material surface. Warm light rolls gently over the velvet texture. The material gradually lifts upward from the floor, beginning to imply the sculptural shape of a pointed shoe toe. Sound: soft velvet brushing, low warm resonance. PANEL 5 — THE THREAD ARRIVES (00:50–01:06) Extreme-extreme macro couture construction sequence. One single crimson thread enters frame illuminated by warm directional light. FPV-style camera flies beside the advancing thread as it stitches into the suede surface. Thread fibers visibly twist under tension. The thread enters the suede, disappears beneath the surface, emerges again at the next stitch peak, pulls taut, and repeats rhythmically. Camera passes over every stitch mountain in sequence. Each stitch slightly reshapes surrounding suede. Sound: couture stitching ticks, thread tension tightening, soft textile compression. PANEL 6 — CONSTRUCTION OF FORM (01:06–01:20) Transition from macro to medium scale. Behind the advancing stitch line, the shoe body begins solidifying into recognizable structure. Pointed toe box forms first, then elegant sidewalls rise upward with sculptural precision. The slingback silhouette slowly emerges from previously flat suede terrain. Camera performs a slow floating cinematic arc around the forming structure. Matte crimson suede texture remains perfectly consistent. Sound: restrained structural textile movement, distant stitching continuation. PANEL 7 — THE INTERIOR (01:20–01:34) Macro cutaway revealing the inside of the forming shoe. Cream-colored lambskin lining flows organically into place beneath the crimson suede shell. The lining smooths itself naturally against elegant internal curves. Strong visual contrast between warm cream lambskin and deep crimson suede under soft editorial lighting. Materials appear tactile and luxurious. Sound: soft leather settling, delicate tactile friction. PANEL 8 — ENGINEERED COMFORT (01:34–01:48) Macro cross-sectional engineering sequence. Internal comfort layers assemble one by one with realistic material physics. Dense foam base layer forms first with subtle porous texture. Softer memory foam settles gently above and compresses naturally under its own weight. Cream lambskin velvet seals the upper layer. The completed cushion compresses once slowly and rebounds naturally, demonstrating softness and resilience. Camera glides across microscopic velvet interior texture. Sound: soft pneumatic settling, muted resonance, cushion compression. PANEL 9 — THE HEEL SCULPTURE (01:48–02:02) Macro cinematic focus on the kitten heel gradually forming from the same crimson suede structure beneath the shoe body. Elegant curvature emerges slowly and becomes refined and balanced. Camera tracks upward along the heel contour toward the slingback strap. Warm highlights skim softly across suede edges. Sound: low structural resonance, faint textile shaping. PANEL 10 — FINAL REFINEMENT (02:02–02:18) Medium macro editorial beauty detailing. Camera slowly explores completed craftsmanship: stitch consistency, velvet nap direction, edge finishing, cream lambskin softness, seamless slingback geometry. Tiny dust particles drift through warm studio light. The shoe settles microscopically as if materials are naturally relaxing into final form. Sound: quiet room tone, soft textile creaks, near silence. PANEL 11 — HERO EMERGENCE (02:18–02:32) Slow cinematic pullback from macro detail into full product reveal. The fully completed deep crimson suede slingback heel stands alone centered on the infinity cyclorama floor. Same warm-neutral key light from above camera-left and same single clean shadow falling back-right for continuity with Panel 1. Camera movement extremely slow and controlled. Every material reads clearly: deep crimson suede upper, cream lambskin interior, sculpted kitten heel, elegant slingback strap. Sound: deep low resonant tone gradually fading into room tone. PANEL 12 — THE FINAL HOLD (02:32–02:35) Locked-off front three-quarter hero composition. The single crimson suede slingback heel remains perfectly still at center frame on the seamless infinity cyclorama. Velvet nap subtly catches warm light with natural tonal variation. Silence gradually overtakes the room tone. Hold on pure luxury restraint. No text. No logo. No end card. Global Constraints: Only ONE shoe visible at all times. Never show a pair. No hardware, buckles, laces, or metallic elements. No logos, subtitles, typography, branding, or watermarks. No lighting changes between shots. Maintain consistent deep crimson suede color. Preserve ultra-sharp macro clarity and stable cinematography. No morphing artifacts, no flicker, no surreal deformation. Realistic liquid surface tension. Realistic suede microfiber extrusion. Visible thread twist and accurate stitch tension. Natural foam compression and rebound physics. Consistent matte velvet nap behavior. Diegetic sound only — liquid, textile, stitching, room resonance. No music. No soundtrack.

Aaliya

33,420 görüntüleme • 3 ay önce