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SkyReels-V1 is purpose-built for AI short video production based on Hynyuan. It achieves cinematic-grade micro-expression performances with 33 nuanced facial expressions and 400+ natural body movements that can be freely combined. The model integrates film-quality lighting aesthetics, generating visually stunning compositions and textures through text-to-video or image-to-video conversion – outperforming all existing open-source models across key metrics.
The model generates videos up to 204 frames, using a high-compression Video-VAE (16×16 spatial, 8x temporal). It processes English and Chinese prompts via bilingual text encoders. A 3D full-attention DiT, trained with Flow Matching, denoises latent frames conditioned on text and timesteps. A video-based DPO further reduces artifacts, enhancing realism and smoothness.
The image, called A Single Piece of American Cheese, was created using Invoke’s AI editing platform.
In a side by side look, you can see how the original (left, screenshotted from the time lapse creation video) was edited to become the final image (right).
Nodes: Install missing nodes in the workflow through the manager.
Models: Make sure not to mix SD1.5 and SDLX models. Follow the details under the pdf below.
General suggesions: – Comfy Org / Flux.1 [dev] Checkpoint model (fp8) The manager will put it under checkpoints, which will not work. Make sure to put it under the models/unet folder for the Load Diffusion Model node to work.
– same for realvisxlV50_v50LightningBakedvae.safetensors it should go under models/vae
🔸 Gaussian Splats: imagine throwing thousands of tiny ellipsoidal paint drops. They overlap, blend, and create a smooth, photorealistic look. Fast, great for visualization, but less structured for measurements.
🔸 Point Clouds: every dot is a measured hit. LiDAR or photogrammetry gives us millions of them forming a constellation of reality. Amazing for accuracy, but they don’t connect the dots out of the box.
🔸 Meshes: take those points, connect them into triangles, and you get very realistic surfaces. Strong for 3D analysis, simulation as continues watertight models.
The goals of lighting in 3D computer graphics are more or less the same as those of real world lighting.
Lighting serves a basic function of bringing out, or pushing back the shapes of objects visible from the camera’s view.
It gives a two-dimensional image on the monitor an illusion of the third dimension-depth.
But it does not just stop there. It gives an image its personality, its character. A scene lit in different ways can give a feeling of happiness, of sorrow, of fear etc., and it can do so in dramatic or subtle ways. Along with personality and character, lighting fills a scene with emotion that is directly transmitted to the viewer.
Trying to simulate a real environment in an artificial one can be a daunting task. But even if you make your 3D rendering look absolutely photo-realistic, it doesn’t guarantee that the image carries enough emotion to elicit a “wow” from the people viewing it.
Making 3D renderings photo-realistic can be hard. Putting deep emotions in them can be even harder. However, if you plan out your lighting strategy for the mood and emotion that you want your rendering to express, you make the process easier for yourself.
Each light source can be broken down in to 4 distinct components and analyzed accordingly.
· Intensity
· Direction
· Color
· Size
The overall thrust of this writing is to produce photo-realistic images by applying good lighting techniques.