u/SillyLilithh

▲ 121 r/comfyui+1 crossposts

I Found a way to reduce LTX 2.5's horrible smearing. Custom node + Workflow in desc

LTX 2.5 has a known smearing problem. It's really bad, and makes almost every output of LTX completely unusable. Sorry LTX, but the default model really is just shit. Minimax beats LTX in every area, obviously, but especially when it comes to smearing (or in case of Minimax, lack thereof). However, I recently found out that you can actually significantly reduce the smearing in LTX and actually get usable outputs from it. It came from adventuring this node pack for MiniMax, where it is meant to clean up smearing artifacts in MiniMax H3.

I thought this was interesting, so I converted these nodes (at least some of the nodes that matter) to work with LTX 2.3/2.5. Here is the repo with the custom node I made. The workflow is also in that repo (be aware there is some spaghetti (this was just for myself really, and it shows qwq), and you will need some custom nodes (eg. KJNodes, Comfy UI Easy Media, etc)). Just use the manager to install the missing custom nodes.

Using these nodes makes a clear difference. A stark difference, it's almost unbelievable. This makes it look like a generational improvement, closing the gap on MiniMax H3 in terms of temporal stability (ain't no way in hell its ever matching the instruction following or general capabilities of H3 lmao).

Essentially, the jerk oracle creates new "hold" frames based on the amount of smearing per frame. Some frames have larger "hold" amounts. We pipe that into a new sampling step, which improves the smearing. After the sampling is finished, we chop off the added "hold" frames so that we are left with just the original frame count, but now these frames actually have better consistency. You can read all about how the process works in the author's original implementation if you want more insight onto how this functions.

u/SillyLilithh — 11 hours ago

MiniMax H3 Ref2V can (somewhat) do Smash Bros better than I expected.

Pretty impressive that it can even somewhat do this, wasn't expecting this to be the case (also let it be known that it's almost fucking impossible to prompt a plausible smash bros fight choreography; there's so much nuance in smash bros, and I'm pretty sure Minimax doesn't know smash lingo such as teching, SDI, tilts, smashs, etc. So it was pretty hard to conceptualize a fight :). It may be possible to use real smash footage as a "guide" for the model to understand what smash movements and fighting looks like. So we'll see, but it's pretty cool for what it is :3

>General prompt:

subject_definitions:

<Subject 1> is the woman in <Picture 1>. <Subject 2> is the woman in <Picture 2>.

summary:

[reference generation] Super Smash Bros Ultimate gameplay, with <Subject 1> fighting against <Subject 2>.

retention_analysis:

<Subject 1>: fully-preserved - <Subject 1> retains all attributes.

<Subject 2>: fully-preserved - <Subject 2> retains all attributes.

detailed_description:

A Super Smash Bros Ultimate match on the stage Final Destination. There is a UI on the bottom of the screen denoting percentage values for <Subject 1> and <Subject 2>. <Subject 1> character portrait is on the bottom left hand side, with the text "0%" written next to the portrait. <Subject 2> character potrait is on the bottom right hand side, with the text "0% written next to the portrait.

[Shot 1] <Subject 1> stands on the left hand side of the map, while <Subject 2> stands on the right hand side.

[Shot 2] At 00:00.500, <Subject 1> moves towards <Subject 2>, and does three light jabs with her fists, then does a sweeping kick into an up tilt attack. <Subject 1> jumps once into the air, and does forward air attack on <Subject 2> who is still in the air, sending <Subject 2> off of the map. <Subject 2> character portrait percentange number climbs up to 30%.

[Shot 3] At 00:05.000, <Subject 2> jumps back onto the map, and does a forward air attack on <Subject 1>, making <Subject 1> tumble backwards. <Subject 2> then runs up to <Subject 1>, and grabs <Subject 1>, then side throws <Subject 1> into the air. <Subject 1> then lands on the floor, and <Subject 2> runs into a dash attack into a couple jabs onto <Subject 1>, then does a smash attack, dealing a ton of damage, and sending <Subject 1> off of the map. <Subject 1> character portrait percentage now reads "48%".

[Shot 4] At 00:11.000, as <Subject 1> is attempting to jump back to the main stage, <Subject 2> jumps off of the map towards <Subject 1>, and uses her her arm to do an overhead arc punch on <Subject 1>, spiking <Subject 1> down off of the screen, making her hit the blast zone.

overall_soundscape: Quiet, subtle wind sounds.

u/SillyLilithh — 11 days ago

Pushing MiniMax H3 References to the limit

Prompt (first shot):

><Subject 1> is the woman in <Picture 1>. <Subject 2> is the art style and general environment of <Picture 2> and <Picture 3>. <Subject 3> is the character in <Picture 4>. [Shot 1] The video starts with a side view of <Subject 1> walking forwards on the side walk. In the background, we hear distant footstep sounds gradually getting closer and closer. <scenetrans> [Shot 2] At 00:03.000, the camera cuts to a front view of <Subject 1> turning around to see what the noise is. She sees <Subject 3> running at her with malicious intent. She is far away, about a block away, but she is rapidly approaching. The camera then zooms in from the current position to a wide angle close up that shows <Subject 3> running fastly towards <Subject 1>. The camera tracks the fast, exaggerated movement of <Subject 1>. <cutoff> [Shot 3] At 00:07.000, the camera cuts to a side view of <Subject 1>. She turns around, away from the person chasing her. [Shot 4] At 00:08.000, the camera cuts to a back view of <Subject 1> running quickly towards a car that is parked just ahead. She runs to the driver's seat. [Shot 5] At 00:09.500, the camera cuts to a close up view of the hand of <Subject 1> opening the car door. <cutoff> [Shot 6] At 00:11.00, the camera cuts to a closeup view of <Subject 1> hand turning on the car engine by turning the keys. <cutoff> [Shot 7] At 00:11.80, the camera cuts to <Subject 1> foot slamming on the gas pedal. <cutoff> [Shot 8] At 00:12.70, the camera cuts to the back view of the car accelerating and driving off, while <Subject 3> sprints behind the car, trying to catch up to her.

>overall_soundscape: City traffic noises and cars. We hear her footsteps as she walks.

>The video is entirely animated in the art style seen in <Subject 2>.

Prompt (second shot continuation):

><Subject 1> is the woman in <Picture 1>. <Subject 2> is the art style and general environment of <Picture 2>. <Subject 3> is the character in <Picture 4>. <Subject 4> is the woman in <Picture 5>. <Picture 3> is the first frame of [Shot 1], showing a back view of the car accelerating and driving away while <Subject 3> sprints behind the car, trying to catch up to her. <scenetrans> [Shot 2] At 00:02.000, the camera cuts to a front view of <Subject 1> in the car driving away from <Subject 3> who is still trying to catch up to the car. She glances up at the rear-view mirror, trying to see how far away <Subject 3> is. [Shot 3] At 00:04.000, the camera zooms in from the current position slightly to focus on <Subject 3> through the back glass of the car, who is still sprinting and chasing the vehicle, and attempting to catch up with the vehicle. <Subject 3> is facing the camera while <Subject 3> is running. <Picture 6> is the first frame of [Shot 4] At 00:06.000, the camera cuts to a side view of <Subject 1> still driving the car, and she then gives out a large, breathy sigh of relief. She blinks. <Picture 7> is the first frame of [Shot 5] At 00:07.500, the camera cuts to a low angle inside the car's interior, looking up at <Subject 1> and the car interior. There is a large thunk sound, because <Subject 3> jumped on top of the roof of the car, making a dent into the roof's interior. <Subject 3> then digs her fingers deep into the car's roof, and rips open an opening into the roof. <Subject 3> looks at <Subject 1>. <Subject 1> is startled, and while she is still driving, she looks back at <Subject 3>. <cutoff> [Shot 6] At 00:10.000, the camera cuts to a back view of <Subject 4> laying down completly flat on her belly with a sniper rifle propped up on a bipod. She is facing towards the direction of <Subject 1> vehicle. She is on top of a rooftop of a tall building, looking down at the chaos <Subject 3> is causing. <Subject 4> is looking through the sniper's scope. In the background, we see <Subject 3> ontop of the vehicle, while <Subject 1> is still driving the vehicle. The car is driving from left to right. [Shot 7] At 00:12.00, the camera cuts to a point of view shot of <Subject 4> looking through the sniper scope. The sniper scope is zoomed in at <Subject 3> and <Subject 1> driving the car. The sniper scope tracks the car still driving. <Subject 4> aims at <Subject 3> head. [Shot 8] At 00:14.00, the camera cuts to a closeup of <Subject 4> hand pulling the sniper rifle's trigger.

>overall_soundscape: Quiet city traffic and cars moving play throughout the video. Urban city ambience.

>The video is entirely animated in the art style seen in <Subject 2>.

Prompt (third shot continuation):

><Subject 1> is the woman in <Picture 1>. <Subject 2> is the art style and general environment of <Picture 2>. <Subject 3> is the character in <Picture 4>. <Subject 4> is the woman in <Picture 5>. <Picture 3> is the first frame of [Shot 1] showing a low angle inside the blue car's interior, looking up at <Subject 1> and the car interior. She is driving the car. There is a large thunk sound, because <Subject 3> jumped on top of the roof of the car, making a dent into the roof's interior. <Subject 3> then digs her fingers deep into the car's roof, and rips open an opening into the roof. <Subject 3> looks at <Subject 1>. <Subject 1> is startled, and while she is still driving, she looks back at <Subject 3>. <cutoff> <Picture 6> is the first frame of [Shot 2] At 00:03.500, showing a back view of <Subject 4> laying down completly flat on her belly with a sniper rifle propped up on a bipod. She is facing towards the direction of <Subject 1> vehicle. She is on top of a rooftop of a tall building, looking down at the chaos <Subject 3> is causing. <Subject 4> is looking through the sniper's scope. In the background, we see <Subject 3> ontop of the vehicle, while <Subject 1> is still driving the vehicle. The car is driving from left to right. [Shot 3] At 00:04.500, the camera cuts to a point of view shot of <Subject 4> looking through the sniper scope. The sniper scope is zoomed in at <Subject 3> and <Subject 1> driving the car. The sniper scope tracks the car still driving. <Subject 4> aims at <Subject 3> head. [Shot 4] At 00:06.500, the camera cuts to a closeup of <Subject 4> hand pulling the sniper rifle's trigger, causing the sniper to shoot. [Shot 5] At 00:07.500, the camera cuts back to the same low angle shot inside the car's interior, looking up at <Subject 1>, who is still driving and looking back at <Subject 3>, with <Subject 3> still on the roof of the car, and the same opening in the roof still present. <Subject 3> sniper' bullet comes from the side and hits <Subject 3> head, making <Subject 3> tumble and slide off the roof of the car, hitting the car's back glass, and then landing limp on the road. <Subject 1> continues to drive, and she looks ahead, and breathes a big sigh, and wipes the sweat off of her forehead.

>overall_soundscape: Quiet city traffic and cars moving play throughout the video. Urban city ambience.

>The video is entirely animated in the art style seen in <Subject 2>.

This model is amazing, and I can't wait to explore it more :3

u/SillyLilithh — 15 days ago