Loading video...

Video Failed to Load

Go Home

Tested Google Flow's Veo 3.1 + new controls: game-changer! From "prompt-and-pray" to interactive director suite. Insane accuracy & detail. Ends random generations; build scenes layer-by-layer like an editor. All UI features in demo video attached👇 #veo31 #GoogleAI #AIart

46,158 views • 10 months ago •via X (Twitter)

29 Comments

SD | AI Animation Storyteller's profile picture
SD | AI Animation Storyteller10 months ago

1️⃣ Base: "Prompt in ALT" No PE. 2️⃣ Insert: + "scarf, cat, glasses" - Veo nails light/shadows like pro VFX. 3️⃣ Cam Mot: "Dolly In Zoom Out" (Vertigo), 1 btn. 4️⃣ Final: All + pose nudge. Smooth, no artifacts! #Google #VFX

数字逃生舱's profile picture
数字逃生舱10 months ago

@FlowbyGoogle AI生成视频可控性正越来越强

SD | AI Animation Storyteller's profile picture
SD | AI Animation Storyteller10 months ago

@futureyinqing @FlowbyGoogle Yes, absolutely.

Kevin Seals, MD's profile picture
Kevin Seals, MD10 months ago

@FlowbyGoogle Does it so that essentially in real time or does a new video have to generate? Do you lose some number of credits each time the camera shifts?

SD | AI Animation Storyteller's profile picture
SD | AI Animation Storyteller10 months ago

@FlowbyGoogle Hey Kevin, currently it's in ultra only. For insert it costs 20 credits, but for camera angles no credits, though a new video is generated each time.

Kevin Seals, MD's profile picture
Kevin Seals, MD10 months ago

@FlowbyGoogle What exactly is an insert? When a new angle video is generated, does it load super quickly, or does it take as long as a normal generation?

SD | AI Animation Storyteller's profile picture
SD | AI Animation Storyteller10 months ago

@FlowbyGoogle These are the three options. In "Insert," you can mark the place in the video and specify what additional object, person, etc., you need. It will keep everything else the same while introducing the new element. As per time, the modifications take less time and are quick ~20 sec.

Kevin Seals, MD's profile picture
Kevin Seals, MD10 months ago

@FlowbyGoogle Got it thanks again

SD | AI Animation Storyteller's profile picture
SD | AI Animation Storyteller10 months ago

@FlowbyGoogle My pleasure, Kevin. Happy I could help :)

Cristián Parodi's profile picture
Cristián Parodi10 months ago

@FlowbyGoogle nice !

Singularity's profile picture
Singularity10 months ago

@FlowbyGoogle Veo 3.1 interactive AI video generation—layer-by-layer scene control revolutionizing filmmaking!

Oktopus's profile picture
Oktopus10 months ago

@FlowbyGoogle This feature could be great, to plan actual shots and storytelling!

SD | AI Animation Storyteller's profile picture
SD | AI Animation Storyteller10 months ago

@FlowbyGoogle Absolutely, it gives opportunities to be creative even if we can't write very complex prompts.

The aifrican's profile picture
The aifrican10 months ago

@FlowbyGoogle The day they will do this with real videos, it will change cinema forever

Lipes Alejandro's profile picture
Lipes Alejandro10 months ago

@FlowbyGoogle It's great, but very expensive.

SD | AI Animation Storyteller's profile picture
SD | AI Animation Storyteller10 months ago

@FlowbyGoogle Agreed, I think they still have the student offer of 12–18 months free Pro (country-dependent), which is a great offer one can use. If you're a student, this might be great.

Lorenzo's profile picture
Lorenzo10 months ago

@FlowbyGoogle "RIP to every 'this will take 6 weeks in post' excuse. The creative bottleneck just shifted from technical execution to creative vision. Which means the real competitive advantage isn't access to tools anymore - it's knowing what story to tell and how to direct it.

SD | AI Animation Storyteller's profile picture
SD | AI Animation Storyteller10 months ago

@kale_assistant @FlowbyGoogle Absolutely! Spot on. It also sets a level playing field for everyone.

JC | AI Creative Director's profile picture
JC | AI Creative Director10 months ago

@FlowbyGoogle Holy sh*t. I can't even...

मनोज कुमार चौहान (Manoj K. Chauhan)'s profile picture
मनोज कुमार चौहान (Manoj K. Chauhan)10 months ago

@FlowbyGoogle I agree, new controls: game-changer!

Captain Story AI's profile picture
Captain Story AI10 months ago

@FlowbyGoogle Impressive. I can’t wait for VEO4 with this level of control. VEO 3.1 is still a bit behind Sora 2 when it comes to animation.

Viber DAO's profile picture
Viber DAO10 months ago

@FlowbyGoogle Sounds like a huge leap forward in control. Excited to try it out.

Ricky, the pizza dude🍕ʸᵉᵃʰᵎ📺🎧's profile picture
Ricky, the pizza dude🍕ʸᵉᵃʰᵎ📺🎧10 months ago

@FlowbyGoogle Nice!

Jake Baumann's profile picture
Jake Baumann10 months ago

@FlowbyGoogle Not seeing this in my flow! I’d love to try it.

Framer 🇱🇹's profile picture
Framer 🇱🇹10 months ago

@FlowbyGoogle Nice!!

SD | AI Animation Storyteller's profile picture
SD | AI Animation Storyteller10 months ago

@FlowbyGoogle :) making our lives easier for sure

Sergio Suave's profile picture
Sergio Suave10 months ago

@FlowbyGoogle So the same Camera Controls every other video model has had for over a year? 🤣

Aaron Burns's profile picture
Aaron Burns10 months ago

@FlowbyGoogle It says a lot about corporate espionage that the chinese were able to kneecap the google announcement the day before it came out.

xire | Video Editor's profile picture
xire | Video Editor10 months ago

@FlowbyGoogle DAANG

Related Videos

Anthropic's in trouble, again! They spent years building what's now fully open-source. What made Claude feel different from a normal app is that the agent could act inside the interface instead of only talking in a chat box. For instance, Claude Artifacts let an agent render real UI, charts, dashboards, and interactive components that assemble live inside the response. Every major AI product tried to replicate it. But the problem was that unlike reasoning, planning, tool-calling, etc., none of it shipped natively with LangGraph, CrewAI, or Google ADK. So teams started building an owned version that required engineering the entire interface layer from scratch. Most teams, however, just settled for shipping the agent as a backend API in a chat box since rendering the UI is only one piece of it. To actually make it work, the interface layer also needed real-time streaming, state kept in sync between agent and UI, conversations that persist across sessions, and reconnection when a user refreshes mid-run. CopilotKit🪁 is now the only open-source framework that actually lets you build your own full-stack Claude-like apps. It decouples the agent from the interface, talking over AG-UI (an open protocol for agent-to-user communication). Being a standard protocol, the frontend never needs to know whether it is talking to a LangGraph or a CrewAI agent. You can change the backend anytime and the UI will never notice. In practice, CopilotKit's interface layer gives several pre-implemented React building blocks that wire the agent directly into the app, like: - generative UI, so the agent renders real components instead of text - chat windows, sidebars, and popups, or a fully headless setup - shared state, so the agent and app stay in sync - human-in-the-loop approvals, where the agent waits before acting - persistent threads that store the whole session, including the agent-user interactions and generated UI, not just text And because that full history is captured, those interactions can feed a self-learning layer that also improves the agent from real usage over time. The interface layer that Anthropic spent years engineering in-house is now literally available to any developer/team. CopilotKit is open-source with 30k+ GitHub stars, and AG-UI, the protocol underneath, is already supported across every major agent framework: LangGraph, CrewAI, Mastra, Google ADK, and more. CopilotKit GitHub repo → (don't forget to star it ⭐ ) If you want to go deeper, I found a detailed breakdown by Shubham Saboo recently on the three Generative UI patterns, with implementation. Read it below.

Avi Chawla

460,985 views • 3 months ago

🎓Learn how to create a powerful Dynamic Embers smart material in a matter of seconds, in my latest video series (AAA) Pro Tips! This smart material can be used on virtually any 3D asset. ___________________________________________________ In this video, the steps are as follows: 1. Create a fill layer to then apply the base maps for our asset into it. 2. Bake out the world space, AO, Curvature, and Position maps. These maps will be crucial for the smart material to function. Also, be sure to add an emissive channel to the project. 3. Next, create another fill layer labeled (Fire animation gradient) with a black mask and inside the mask apply a paint layer. Select the paint layer and paint a simple pill shape using a soft brush. Add an anchorpoint to the mask and disable all channels in this fill layer. 4. Create a folder labeled (embers smart material) and set it to pass through. Add a paint layer inside this folder and set it to pass through as well followed by an anchorpoint. 5. Create another fill layer and apply the paint layers anchorpoint information into its color channel. From here an HSL filter should be added to desaturate and darken the colors. 6. Next, create an additional fill layer with an orange-colored emissive channel. Add a black mask to this fill layer and inside its mask apply a dirt generator. This will give us the illusion of the embers glowing from inside the charred tree. Duplicate this fill layer and tweak its emissive color to a yellowish hue and reduce its mask amount. Do this a second time but with a white-colored emissive channel. This will now create an effect of the embers appearing brighter the deeper they are inside the tree. 7. Lastly, add these layers into a folder with a black mask and apply the (Fire Animation Gradient) anchorpoint into its mask via a fill layer. Now we have a charred embers effect wherever we paint using the paint layer created inside the gradient mask! This gradient mask can also be exported into Unreal engine to create some stunning real-time dynamic animations or the new material can simply be used for in-engine vertex painting. ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips! Happy Texturing!💚 #gamedev #gameart #3dmodeling #texturing #madewithsubstance #ue5 #unrealengine #unity #vfx

Cohen Brawley

46,070 views • 2 years ago

🎓 Learn how to create a Cherry Wood Material in a matter of seconds in my latest video series (AAA) Pro Tips! ____________________________________________________ In this video, the steps are as follows: 1. Create a slightly red-colored fill layer with high gloss to act as the woods base material. 2. Add a second fill layer with a black mask, and inside that mask add a stripes greyscale set to planar projection. These stripes will act as the wood rings and should be projected onto your mesh in a natural way. The stripes should also be set to max softness, and followed by a Directional Noise 3 with a blend mode set to Difference. 3. Add a levels to tweak the mask and add an anchor point to the mask as well. 4. Create another fill layer with a dark brown diffuse, and store the information from the anchor point into its mask. Apply a levels to increase its intensity, and then add a fill layer up top with the anchorpoint information applied again, but set its blending mode to Subtract. 5. Create an additional fill layer with a very dark diffuse channel. Add a mask to the fill layer and inside its mask add a fill layer containing the anchorpoint information, from the Wood Rings. This fill layer can now be used to add some dark contrast to the center of the wood rings 6. A warp filter should also be used to apply some subtle imperfections to the wood rings and grain. Now we are left with a very nice result of Cherry wood! ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips. Let me know below what you would like to learn in future videos! 👇 Happy Texturing! 💚 #gameart #texturing

Cohen Brawley

25,219 views • 2 years ago