BREAKING NEWS
LATEST POSTS
-
Mars Lewis on the Brandolini’s Law
Brandolini’s law (or the bullshit asymmetry principle) is an internet adage coined in 2013 by Italian programmer Alberto Brandolini. It compares the considerable effort of debunking misinformation to the relative ease of creating it in the first place.
The law states: “The amount of energy needed to refute bullshit is an order of magnitude bigger than to produce it.”
https://en.wikipedia.org/wiki/Brandolini%27s_law
This is why every time you kill a lie, it feels like nothing changed. It’s why no matter how many facts you post, how many sources you cite, how many receipts you show—the swarm just keeps coming. Because while you’re out in the open doing surgery, the machine is behind the curtain spraying aerosol deceit into every vent.
The lie takes ten seconds. The truth takes ten paragraphs. And by the time you’ve written the tenth, the people you’re trying to reach have already scrolled past.
Every viral deception—the fake quote, the rigged video, the synthetic outrage—takes almost nothing to create. And once it’s out there, you’re not just correcting a fact—you’re prying it out of someone’s identity. Because people don’t adopt lies just for information. They adopt them for belonging. The lie becomes part of who they are, and your correction becomes an attack.
And still—you must correct it. Still, you must fight.
Because even if truth doesn’t spread as fast, it roots deeper. Even if it doesn’t go viral, it endures. And eventually, it makes people bulletproof to the next wave of narrative sewage.
You’re not here to win a one-day war. You’re here to outlast a never-ending invasion.
The lies are roaches. You kill one, and a hundred more scramble behind the drywall.The lies are Hydra heads. You cut one off, and two grow back. But you keep swinging anyway.
Because this isn’t about instant wins. It’s about making the cost of lying higher. It’s about being the resistance that doesn’t fold. You don’t fight because it’s easy. You fight because it’s right. -
GenUE – Direct Prompt-to-Mesh Generation in Unreal Engine Integrated with ComfyUI
GenUE brings prompt-driven 3D asset creation directly into Unreal Engine using ComfyUI as a flexible backend. • Generate high-quality images from text prompts. • Choose from a catalog of batch-generated images – no style limitations. • Convert the selected image to a fully textured 3D mesh. • Automatically import and place the model into your Unreal Engine scene. This modular pipeline gives you full control over the image and 3D generation stages, with support for any ComfyUI workflow or model. Full generation (image + mesh + import) completes in under 2 minutes on a high-end consumer GPU.
-
Edward Ureña – Rig creator
https://edwardurena.gumroad.com/l/ramoo
What it offers:
• Base rigs for multiple character types
• Automatic weight application
• Built-in facial rigging system
• Bone generators with FK and IK options
• Streamlined constraint panel -
GPT-Image-1 API now available through ComfyUI with Dall-E integration
https://blog.comfy.org/p/comfyui-now-supports-gpt-image-1
https://docs.comfy.org/tutorials/api-nodes/openai/gpt-image-1
https://openai.com/index/image-generation-api
• Prompt GPT-Image-1 directly in ComfyUI using text or image inputs
• Set resolution and quality
• Supports image editing + transparent backgrounds
• Seamlessly mix with local workflows like WAN 2.1, FLUX Tools, and more -
Tencent Hunyuan3D 2.5 – Transform images and text into 3D models with ultra-high-definition precision
What makes it special?
• Massive 10B parameter geometric model with 10x more mesh faces.
• High-quality textures with industry-first multi-view PBR generation.
• Optimized skeletal rigging for streamlined animation workflows.
• Flexible pipeline for text-to-3D and image-to-3D generation.
They’re making it accessible to everyone:
• Open-source code and pre-trained models.
• Easy-to-use API and intuitive web interface.
• Free daily quota doubled to 20 generations! -
Alibaba 3DV-TON – A novel diffusion model for HQ and temporally consistent video
https://arxiv.org/pdf/2504.17414
Video try-on replaces clothing in videos with target garments. Existing methods struggle to generate high-quality and temporally consistent results when handling complex clothing patterns and diverse body poses. We present 3DV-TON, a novel diffusion-based framework for generating high-fidelity and temporally consistent video try-on results. Our approach employs generated animatable textured 3D meshes as explicit frame-level guidance, alleviating the issue of models over-focusing on appearance fidelity at the expanse of motion coherence. This is achieved by enabling direct reference to consistent garment texture movements throughout video sequences. The proposed method features an adaptive pipeline for generating dynamic 3D guidance: (1) selecting a keyframe for initial 2D image try-on, followed by (2) reconstructing and animating a textured 3D mesh synchronized with original video poses. We further introduce a robust rectangular masking strategy that successfully mitigates artifact propagation caused by leaking clothing information during dynamic human and garment movements. To advance video try-on research, we introduce HR-VVT, a high-resolution benchmark dataset containing 130 videos with diverse clothing types and scenarios. Quantitative and qualitative results demonstrate our superior performance over existing methods.
-
FramePack – Packing Input Frame Context in Next-Frame Prediction Models for Offline Video Generation With Low Resource Requirements
https://lllyasviel.github.io/frame_pack_gitpage/
- Diffuse thousands of frames at full fps-30 with 13B models using 6GB laptop GPU memory.
- Finetune 13B video model at batch size 64 on a single 8xA100/H100 node for personal/lab experiments.
- Personal RTX 4090 generates at speed 2.5 seconds/frame (unoptimized) or 1.5 seconds/frame (teacache).
- No timestep distillation.
- Video diffusion, but feels like image diffusion.
Image-to-5-Seconds (30fps, 150 frames)
-
Anthony Sauzet – ProceduralMaya
A Maya script that introduces a node-based graph system for procedural modeling, like Houdini
https://github.com/AnthonySTZ/ProceduralMaya
-
11 Public Speaking Strategies
What do people report as their #1 greatest fear?
It’s not death….
It’s public speaking.
Glossophobia, the fear of public speaking, has been a daunting obstacle for me for years.
11 confidence-boosting tips
1/ The 5-5-5 Rule
→ Scan 5 faces; Hold each gaze for 5 seconds.
→ Repeat every 5 minutes.
→ Creates an authentic connection.
2/Power Pause
→ Dead silence for 3 seconds after key points.
→ Let your message land.
3/ The 3-Part Open
→ Hook with a question.
→ Share a story.
→ State your promise.
4/ Palm-Up Principle
→ Open palms when speaking = trustworthy.
→ Pointing fingers = confrontational.
5/ The 90-Second Reset
→ Feel nervous? Excuse yourself.
→ 90 seconds of deep breathing reset your nervous system.
6/ Rule of Three
→ Structure key points in threes.
→ Our brains love patterns.
7/ 2-Minute Story Rule
→ Keep stories under 2 minutes.
→ Any longer, you lose them.
8/ The Lighthouse Method
→ Plant “anchor points” around the room.
→ Rotate eye contact between them.
→ Looks natural, feels structured.
9/ The Power Position
→ Feet shoulder-width apart.
→ Hands relaxed at sides.
→ Projects confidence even when nervous.
10/ The Callback Technique
→ Reference earlier points later in your talk.
→ Creates a narrative thread.
→ Audiences love connections.
11/ The Rehearsal Truth
→ Practice the opening 3x more than the rest.
→ Nail the first 30 seconds; you’ll nail the talk.
FEATURED POSTS
-
DiffusionLight: HDRI Light Probes for Free by Painting a Chrome Ball
https://diffusionlight.github.io/
https://github.com/DiffusionLight/DiffusionLight
https://github.com/DiffusionLight/DiffusionLight?tab=MIT-1-ov-file#readme
https://colab.research.google.com/drive/15pC4qb9mEtRYsW3utXkk-jnaeVxUy-0S
“a simple yet effective technique to estimate lighting in a single input image. Current techniques rely heavily on HDR panorama datasets to train neural networks to regress an input with limited field-of-view to a full environment map. However, these approaches often struggle with real-world, uncontrolled settings due to the limited diversity and size of their datasets. To address this problem, we leverage diffusion models trained on billions of standard images to render a chrome ball into the input image. Despite its simplicity, this task remains challenging: the diffusion models often insert incorrect or inconsistent objects and cannot readily generate images in HDR format. Our research uncovers a surprising relationship between the appearance of chrome balls and the initial diffusion noise map, which we utilize to consistently generate high-quality chrome balls. We further fine-tune an LDR difusion model (Stable Diffusion XL) with LoRA, enabling it to perform exposure bracketing for HDR light estimation. Our method produces convincing light estimates across diverse settings and demonstrates superior generalization to in-the-wild scenarios.”
-
What the Boeing 737 MAX’s crashes can teach us about production business – the effects of commoditisation
Airplane manufacturing is no different from mortgage lending or insulin distribution or make-believe blood analyzing software (or VFX?) —another cash cow for the one percent, bound inexorably for the slaughterhouse.
The beginning of the end was “Boeing’s 1997 acquisition of McDonnell Douglas, a dysfunctional firm with a dilapidated aircraft plant in Long Beach and a CEO (Harry Stonecipher) who liked to use what he called the “Hollywood model” for dealing with engineers: Hire them for a few months when project deadlines are nigh, fire them when you need to make numbers.” And all that came with it. “Stonecipher’s team had driven the last nail in the coffin of McDonnell’s flailing commercial jet business by trying to outsource everything but design, final assembly, and flight testing and sales.”
It is understood, now more than ever, that capitalism does half-assed things like that, especially in concert with computer software and oblivious regulators.
There was something unsettlingly familiar when the world first learned of MCAS in November, about two weeks after the system’s unthinkable stupidity drove the two-month-old plane and all 189 people on it to a horrific death. It smacked of the sort of screwup a 23-year-old intern might have made—and indeed, much of the software on the MAX had been engineered by recent grads of Indian software-coding academies making as little as $9 an hour, part of Boeing management’s endless war on the unions that once represented more than half its employees.
Down in South Carolina, a nonunion Boeing assembly line that opened in 2011 had for years churned out scores of whistle-blower complaints and wrongful termination lawsuits packed with scenes wherein quality-control documents were regularly forged, employees who enforced standards were sabotaged, and planes were routinely delivered to airlines with loose screws, scratched windows, and random debris everywhere.
Shockingly, another piece of the quality failure is Boeing securing investments from all airliners, starting with SouthWest above all, to guarantee Boeing’s production lines support in exchange for fair market prices and favorite treatments. Basically giving Boeing financial stability independently on the quality of their product. “Those partnerships were but one numbers-smoothing mechanism in a diversified tool kit Boeing had assembled over the previous generation for making its complex and volatile business more palatable to Wall Street.”
-
Gamma correction
http://www.normankoren.com/makingfineprints1A.html#Gammabox
https://en.wikipedia.org/wiki/Gamma_correction
http://www.photoscientia.co.uk/Gamma.htm
https://www.w3.org/Graphics/Color/sRGB.html
http://www.eizoglobal.com/library/basics/lcd_display_gamma/index.html
https://forum.reallusion.com/PrintTopic308094.aspx
Basically, gamma is the relationship between the brightness of a pixel as it appears on the screen, and the numerical value of that pixel. Generally Gamma is just about defining relationships.
Three main types:
– Image Gamma encoded in images
– Display Gammas encoded in hardware and/or viewing time
– System or Viewing Gamma which is the net effect of all gammas when you look back at a final image. In theory this should flatten back to 1.0 gamma.
-
Scene Referred vs Display Referred color workflows
Display Referred it is tied to the target hardware, as such it bakes color requirements into every type of media output request.
Scene Referred uses a common unified wide gamut and targeting audience through CDL and DI libraries instead.
So that color information stays untouched and only “transformed” as/when needed.Sources:
– Victor Perez – Color Management Fundamentals & ACES Workflows in Nuke
– https://z-fx.nl/ColorspACES.pdf
– Wicus