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Testing this prompt in Kling v2.6. Rendered two 10 second clips. Then two 10 second start & end frame clips to stitch them together. Final result = ~40 second seamless loop. Tip: if you delete the first frame of an extended clip & adjust speed slightly, it’s pretty seamless.

32,706 просмотров • 7 месяцев назад •via X (Twitter)

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I've been experimenting with Seedance 2.0 to create seamless extensions. I created this sequence called UBUMBE FOREST. Seamless extensions can actually be quite tricky to do and requires some precise magic with editing to connect them. There is no shortcut here, you must experiment until you find the sweet spot to make the transition seamless. Ubumbe Forest - During a routine foraging trip deep in the Ubumbe forest in Tanzania, a father guides his daughter off the beaten path. Here, hidden from the rest of their tribe, she steps into a breathtaking new world and comes face-to-face with insects and creatures she has never seen before, even encountering a rare Peafox. 🟢Extending a scene however is fairly simple: - Generate your first sequence. - Upload that video as an Omni reference. - Type this at the start of the prompt "Naturally continue the movement and momentum from the previous clip. Keep the exact same art style, lighting, character appearance, and physics." and then explain what happens next in this sequence. - Congrats, you now have a scene extension that naturally flows from where the last video ended. However this is only the start of the puzzle, you need to join these clips so they're seamless. Seedance 2.0 is able to match the pacing, remember the characters and even their voices using this technique. The hard part is the extension but check my second post to see how I'm doing it in Capcut.

Travis Davids

14,105 просмотров • 2 месяцев назад

In my previous post about the #Nioh3 demo, I mentioned that when the game isn’t consistently holding 60 FPS or 120 FPS, several issues can show up. Here’s a clearer breakdown of what's going on. The main reason is that the game speed and physics are tied to the frame rate. When you enable the 120 FPS cap, the engine start overreacting and pushes CPU usage very high, even if the game is still running at around 60 FPS (as shown in the first example). In the second clip, you can see the uneven, jittery camera movement I mentioned before. Notice how much smoother 60 FPS and 120 FPS look compared to the unlocked side. Also, camera movement at 60 FPS is slightly faster than at 120 FPS. In the third clip, player movement is slower when the frame rate is unlocked. This doesn’t happen all the time, but it shows up often enough to be noticeable. Because of how the Katana Engine behaves, the game is clearly designed around 60 FPS. Running at 120 FPS is possible, but it’s only recommended if your system can maintain that target almost all the time, which isn’t easy to achieve. There’s also an alternative workaround where you select the 60 (locked) option and enable Frame Generation (DLSS or FSR 3), as shown in the last clip. The downside is that DLSS Frame Generation tends to show the same stuttery look as when the frame rate isn’t holding a fixed target, likely due to Reflex keeping the frame rate slightly below target. FSR Frame Generation, on the other hand, looks much smoother and works better here.

BenchmarKing

17,820 просмотров • 6 месяцев назад