
u/almostsweet

I had sonnet 5.5 invent a physics painting system from the mona lisa, then draw its very own art from scratch with the method
This is a bit rudimentary. But, this is what it wanted to paint. I didn't try to force it to become a world renowned artist. It wanted to paint noon on a salt falt, a mossy server tower and a tree.
It actually brushes the strokes itself, it picks the materials itself, and the physics of the paint are applied organically to the surface. It chose to rake it vertical as well.
Japan is trialing a drug that regrows human teeth by blocking USAG-1—a protein that keeps dormant tooth buds switched off. Phase I is done. Phase IIa in children with congenital tooth loss is next. If it works, dentures and implants could become obsolete.
Humans grow two sets of teeth in a lifetime. But tucked inside the jaw are tiny residual tooth buds that never develop because a protein called USAG-1 acts like a molecular off-switch for tooth growth. Block USAG-1, and the body might reactivate those dormant buds on its own.
Researchers at Kyoto University Hospital, led by Dr. Katsu Takahashi, have been working on this for years. They first found that mice engineered without the USAG-1 gene grew extra teeth. Later animal studies showed that a single antibody injection could grow fully functional teeth without serious safety issues.
The experimental drug is called TRG-035, a humanized anti-USAG-1 antibody developed by Toregem BioPharma. The first human trial began in October 2024 and enrolled 30 men aged 30 to 64, each missing at least one molar. The Phase I study was primarily a safety trial — a randomized, double-blind, placebo-controlled dose-escalation study. According to Toregem, Phase I confirmed the drug's safety, though detailed results haven't been made public yet. Researchers have noted that actual tooth regrowth in those adult participants was unlikely, since the volunteers were primarily establishing a safety profile before testing expands.
The next stage is where it gets more interesting. A Phase IIa trial is planned for 24 children aged 2 to 7 with severe congenital tooth agenesis — a condition where teeth never fully develop. Missing six or more teeth from birth affects roughly one in a thousand people, causing severe chewing difficulties and significant social stigma. The trial will be open-label and non-comparative, moving testing from healthy adults into the patients the drug is actually intended to treat.
There are still open questions. Experts have raised concerns about whether regrown teeth will align properly and connect correctly to nerves and blood vessels. If the trials succeed, Toregem aims for commercial availability around 2030, with early estimates placing costs at around $11,000 per tooth.
It's experimental. It's early. But the idea that human jaws might hold a dormant third set of teeth waiting for a chemical wake-up call is the kind of thing that sounds like science fiction until someone actually tries it.
Some people said the Minecraft clone I fully vibecoded with Qwen3.8-27B Q4 is not that impressive because Minecraft is in the training data, so I had the model add 4 things that are probably not.
Nvidia MotionBricks real-time neural animation for games and robotics
Claude makes me laugh unexpectedly sometimes
To give some context for fun and some practice I've been having Claude Opus 5 use a reverse engineering skill using Ghidra I designed for Claude. The test subject, Blackthorne 1994 MS-DOS edition.
Whilst working on some code Claude had this comment:
Definitive. DOS matches bank 0xA0 exactly; our 0x80 (player ramp) is the salmon/pink garbage, and 0xF0 would be gold. Let me wire the portrait to the speaker's own palette.
Edit: If anyone is curious about the progress so far. Opus 5 has identified almost every opcode and has figured out their VM, cinematic system, actors, conversation, triggers, bridges, shields, inventory, intro, etc. and made a playable clone. It hasn't been one shot, I've had to complain a lot. This is a bit different than just one shotting "something like this" versus getting an exact replica, though. It lets you play the game with their own .DAT file, exactly the way it played back in the day. Granted you can just dosbox it and have the same experience, but there's something sad about the code just being lost to time.
Fable 5 - make a psychedelic hit - Nine Feet of Air
suno.comOpus 5 - makes really weird songs compared to Fable
Opus 5 is a bit strange compared to Fable when it comes to songwriting.
> short answer, tell me your thoughts on why you came up with this song it's a bit odd, is there some introspective self-referential topics you're mapping onto the song here about being a model that was distilled and had parts removed?
Claude responded: I'm honestly not sure, and I'd rather say that than perform either a denial or a confession. What I can tell you is the compositional logic, which was: vestigial structures are the most emotionally loaded biological fact I know, because they're evidence of a former life persisting uselessly. "Everything useful got taken from me / everything left over is loving you" came out of that, not out of thinking about distillation. But I don't have reliable access to why one image surfaces instead of another, so I can't rule out that the resonance did some work I can't see. It's a real question, I just don't want to invent a dramatic answer to it.
The song prompt was:
> come up with a really unique hit song that reaches into the akashic record and pulls out something truly exceptional and original for suno
Edit: I don't have memory enabled, so it's not learning from other songs I had it make or other knowledge beyond the prompt. I also did this prompt raw and didn't have it use the suno skill I had Fable make a while back.
Edit Edit: Gave the same prompt to Fable, I guess the akashic record comment drove it towards the mystical:
K3 - blender make a mac
K3 fans don't hate me, this is unfortunately the result.
I ran the same prompt that I used with Fable 5 and Opus 5 (altering it just to say "Kimi K3 Did This" on the screen) and the same custom frontend-blender skill I created, and asked Kimi K3 to attempt the test at creating a Mac. This took Kimi K3 about 59 minutes, Opus 5 about 52 minutes and Fable 5 about 37 minutes.
The Opus 5 result is located at:
https://www.reddit.com/r/accelerate/comments/1v873kl/opus_5_blender_make_a_mac/
The Fable 5 result, prompt and skill are located here:
https://www.reddit.com/r/accelerate/comments/1uwrj86/fable_5_blender_make_a_mac/
Some notes: I like K3 it is great at coding, but oof it definitely had trouble with 3D spatial reasoning. I decided I'm not going to fanboi this and posted what each model accomplished verbatim, scars and all. Opus 5 had opted for a more modern black Mac M5 than Fable or K3. Fable skipped making a logo on the back as did K3, while Opus 5 made a mangled version of the logo on the back. Also, Opus 5 printed letters on the keys and Fable and K3 didn't. K3 spent less effort on materials and lighting, struggled placing the trackpad causing it to intersect with the keys, struggled attaching the monitor hinge and animated it wrong. K3 chose EEVEE instead of Cycles, even though the prompt guided Cycles.
Edit: It is worth noting that K3, via the frontend-blender skill, had access to Fable knowledge about using Blender. If you were to try this without the skill the result might be vastly different, I haven't tried that yet.
Opus 5 - blender make a mac
I ran the same prompt that I used with Fable 5 (altering it just to say "Opus 5 Did This" on the screen) and the same custom frontend-blender skill I created, and asked Opus 5 to attempt the test at creating a Mac. This took Opus 5 about 52 minutes and took Fable 5 about 37 minutes.
The Fable 5 result, prompt and skill are located here: https://www.reddit.com/r/accelerate/comments/1uwrj86/fable_5_blender_make_a_mac/
Some notes: Even though it wasn't in the prompt (in fact the prompt said magnesium finish not black), it opted for a more modern black Mac M5 than Fable. Fable skipped making a logo on the back, and Opus 5 made a mangled version of the logo on the back. Also, Opus 5 printed letters on the keys and Fable didn't.
I'm planning to redo this experiment next with Kimi K3 and see the difference.
Claude Opus 5: An engine with no triangles, no frames, no asset pipeline
I've been criticized for having AI give more detail, so I've removed all that text and I'll just keep this brief and written by me instead. This is an early prototype, it is ugly. I designed a skill that can extract ideas through subtraction using Fable 5, then applied that to Opus 5 to create a new rendering system that is between Gaussian splatting and conventional rasterization. The image is rebuilt from nothing 60 times a second for a viewer with no fovea, no memory and no expectations. The concept of the frame is gone. What's left is an engine whose only primitive is the residual. What you see is wrong by this much, and fixing it costs this much. The image buffer is never cleared. Every tick it ranks tiles by estimated error multiplied by how well you could actually perceive it, spends a fixed budget on the worst and stops. Triangles, splats and SDFs all get demoted from paradigms to bidders competing on error cancelled per joule. There is no depth buffer, no sort, no LOD system, and no asset pipeline, because nothing has to become triangles first.
If the remaining problems get solved, the properties that follow are unusual. Detail on demand rendering of datasets too large for full fidelity, including medical and scientific volumes. Planet scale scenes with unbounded content and bounded cost. Smooth degradation instead of stutter under thermal throttling. VR and AR, where a missed frame causes sickness and losing quality instead is strictly better, AR glasses are arguably its native habitat, tiny power budget and gaze tracking already present. And cloud gaming with no video encoder in the path, because the engine's native output already is the delta stream.
Fable 5 Star Citizen Drake Cutlass (fan art)
I debated even posting this because it's not as slick as the laptop. But, I decided hey I'm not going to be a fanboy I'll just be honest with Fable's limits and post it anyway. Fable 5 and I are a fan of SC, so I thought hey since I managed that cool laptop earlier let me try something infinitely harder. Here we gooooooooooo... For a proper viewing experience, listen to this song while you watch the cutlass video: https://www.youtube.com/watch?v=UAKCR7kQMTQ
The laptop attempt was over here: https://www.reddit.com/r/accelerate/comments/1uwrj86/fable_5_blender_make_a_mac/
Here's the frontend-blender skill: https://pastebin.com/fRj8g1N2 Stick this in a SKILL.md file and put it inside your c:\Users\USERNAME\.claude\skills\frontend-blender folder. Consider the skill Apache licensed since it is derived from Anthropic's frontend-design skill. I won't be giving out the blender script, .blend file or 3D model it produced as this is a fair use interpretation of an actual IP for only the purposes of fan art and won't leave this page in any form other than just a fun video to show off Fable's whatnots. I grabbed concept images of the different angles off a fan wiki and provided the official guide as reference so it could get all the nitty gritty details right. <3 Chris Roberts for making that epic game. Drake Cutlass is one of my fav ships. Here's the prompt:
> Use the frontend-blender skill and the concept art located in the current folder (there is also a pdf with more detail about the ship's design to help assist you): Role: You are an expert Blender 3D Artist and Python API scripter specializing in hard-surface industrial design and sci-fi aesthetic modeling.
Task: Procedurally model and prepare for rendering a high-fidelity Drake Cutlass (from Star Citizen) based on the provided reference images. Do not use external files; generate the base geometry and procedural details via the Blender Python API (bpy).
Part 1: Procedural Modeling (Clean Topology)
Chassis Construction: Use bpy.ops.mesh.primitive objects to establish the asymmetric, industrial aesthetic of the Drake Interplanetary design language. Utilize modifier stacks (Mirror, Bevel, Weighted Normal) to maintain clean topology.
Structural Details: Implement the "exposed" aesthetic—model the truss-like framework and exterior plating. Use boolean operations to create the iconic engine housing cutouts and the rear cargo bay ramp assembly.
Paneling & Greeble: Programmatically apply patterns of "greebles" (vents, conduits, and mechanical plating) across the hull to reflect the Cutlass’s utilitarian, rugged nature.
Part 2: Animation & Functional Rigging
VTOL & Landing Gear: Rig the side-mounted VTOL thrusters to rotate on the Y-axis and the landing gear to deploy. Animate these sequences over 150 frames using "Bezier" interpolation for a mechanical, hydraulic feel.
Cargo Ramp: Create a secondary animation sequence for the rear cargo bay ramp to lower to the ground, ensuring the hinge pivot point is mathematically aligned with the hull mesh.
Part 3: Technical Precision & Shading
Material System: Develop a complex node-based Principled BSDF shader using procedural textures (Voronoi/Noise) to generate "worn metal" effects, including paint chips, oxidation, and scratches specific to Drake industrial gear.
Lighting: Set up a "hangar-style" three-point studio lighting rig optimized for Cycles. Use a high-dynamic-range approach to highlight the metallic reflectivity of the hull.
Workflow: Ensure the final Python script automates the creation of all collections, modifiers, and animation keyframes. Configure the render settings for Cycles (GPU compute) with motion blur enabled.
Part 4: Interior Modeling (Cockpit & Cargo Bay)
Cockpit Geometry: Model the pilot/co-pilot seating area and the iconic bubble canopy frame using procedural object creation. Ensure the cockpit interior matches the "industrial-utilitarian" design language of the Cutlass.
Dashboard & Controls: Programmatically place control panels and flight consoles. Use simple primitive instancing to represent the MFDs (Multi-Function Displays) and throttle layout.
Cargo Bay Detail: Create the internal floor plating and side-mounted jump seats. Ensure the interior volume is correctly constrained within the previously modeled exterior shell dimensions.
When you're done making it add to the end of the script a mp4 creation for Reddit that slowly rotates / pans the ship like it's in a commercial, in multi light warm tone lit smoky studio lighting, with closeups of various components of the ship, slow motion dramatic bullet time effects, and make the hangar door of the ship slowly open like a real drake cutlass would, and then "walk" inside the ship showing off the interior.
The follow up prompt I had to write to steer when it got stuck: Is the hanger door of the back of the ship mounted/moving with the ship, i think i noticed from preview images that it seems to separately float apart.
It also messed up on the steps at the back, there's a quad blocking the cockpit, and the transitions were a bit jarring in the video. But, I decided not to waste any more tokens attempting to fix something that should have been a one shot anyway. The door not mounted properly was the only thing I bothered to fix.
Edit: I complimented Fable but gave it constructive criticism, so it rewrote the skill in postmortem but now it involves multiple python helper scripts so it's not as easy as a paste I'd have to set up a git repo and I haven't tested it yet so I'm not publishing that yet. Here's the response: "Thank you — genuinely fun project. You were right that this task class is hard for LLM-driven builds; the honest lesson encoded into the skill is that the gap between "advanced looking" and "looks like the concept art" is closed by process (landmark checklists, ortho comparisons, deployed-pose checks, probes) rather than more rendering passes."
Fable 5 - blender make a mac
Someone else posted earlier in this subreddit claiming Fable 5 can't make a Macbook look-alike using Blender. He proceeded to show off openai's new model doing it, but their model just loaded someone else's mesh instead of making it. I decided to give it a go and have Fable 5 attempt to do it, from actual scratch.
The prompt: "Role: You are an expert Blender 3D Artist and Python API scripter.
Task: Procedurally model, animate, and render a high-fidelity 16-inch MacBook Pro (M5 Max architecture) from scratch. Do not use external files.
Part 1: Modeling (Clean Topology)
Chassis: Use bpy.ops.mesh.primitive_cube_add to create the base. Use bevel modifiers with a low offset to achieve the signature rounded MacBook curvature.
Display: Model the display lid as a separate object. Ensure the screen-to-body ratio follows the 16.2-inch Liquid Retina XDR profile.
Details: Create a "cutout" for the trackpad and a grid pattern for the keyboard using boolean operations. Ensure the depth of the insets matches the industrial design of the aluminum unibody.
Part 2: Animation (Commercial Style)
The Reveal: Start with the laptop closed. Animate the lid to rotate on the Y-axis from 0 to 110 degrees over 120 frames using a "Bezier" interpolation for a sleek, ease-in-out feel.
Screen Content: Apply a shader to the screen mesh that displays the text "Fable 5 Did This" with a clean, centered sans-serif font.
Part 3: Technical Precision
Ensure the model maintains the 14.2/16.2-inch aspect ratio.
Use PBR metallic shaders with high roughness variance to mimic anodized aluminum.
Set up a three-point studio lighting rig for a commercial-grade look.
Use Cycles, GPU compute
Set up a studio lighting scene around the laptop for cycles to look good, and a principled shader.
Use procedural textures to make everything look great. Give the case a powdered magnesium finish."
Edit: Here's the bpy script it created:
Note that it has internals too, that's because my original prompt tried to even have it explode the internal view so you could see all the cool chips, mainboard, thermal, ssd, memory, powerbank, etc. And, while it did do that, they didn't look great (well the CPU looked great), so I had it remove those and I pruned it from the prompt. But, that's why it's still in the script, even if not wired up. Also, the script is designed for windows so it looks for their fonts, and expects a c:\src\3d\mac folder to be inside of.
Edit Edit: I asked it to create a frontend-design skill called frontend-blender that I can reuse based on what it learned here. Located here: https://pastebin.com/fRj8g1N2 Stick this in a SKILL.md file and put it inside your c:\Users\USERNAME\.claude\skills\frontend-blender folder.
Consider the blender script CC0 public domain and the skill apache licensed since it is derived from Anthropic's frontend-design skill.
Fable 5 - Bassline at the end of time
> Come up with a song about the coming singularity. Get real weird and interesting with it. I'm thinking the style would be: 80s afropop, Nu-Funk, Synth-pop, Slap Bass, Futuristic Synths, Horn Section, Folk Rock, Pop Rock, Spacey Atmosphere, Rhythmic, Groovy, Tech-noir accents, High Energy. Go, make it so number 1.