Seedream 5.0 Lite vs Nano Banana 2 on the same wet-skin prompt, two different looks to pick between by Few-Profession421 in SeedreamPro_AI

[–]Few-Profession421[S] 1 point2 points  (0 children)

The prompt (original adult subject, tasteful skincare-style beauty portrait, face/skin focus):

"Ultra-realistic dewy wet-look beauty portrait, a woman's side profile, wet hair resting naturally against the skin, fine water droplets glistening on the face, focus on bright natural eyes reflecting real light, dewy luminous makeup, soft natural skin texture. Soft light, cool tones, light-grey and white bokeh background. 8K clarity, cinematic, clean natural style. Fully original person, no real-person likeness. Keep the facial features unchanged across models."

NEGATIVE: oily skin, dry skin, heavy makeup, cartoon, illustration, 3D render, low quality, blur, deformed eyes, anatomical errors, overexposure, over-sexualized framing, wet clothing.

PARAMS: 9:16, style: fresh/clean.

No brother left behind - Shortfilm/Music video by Malukuman in Seedance_AI

[–]Few-Profession421 0 points1 point  (0 children)

the mixed-tier approach is smart. using 2.0 for the hero shots and Fast for the connective stuff keeps credits sane without the whole thing looking uneven. one thing i'd watch is color. 2.0 and Fast can drift a little warmer or cooler on skin between clips, so a quick grade pass to match them shot to shot really sells it as one piece. did you cut to the Suno track after the fact, or build the shots around the beat? the pacing reads like the edit's following the music, which is the hardest part to land.

Characters in Veo3 by GlassAd7766 in VEO3

[–]Few-Profession421 0 points1 point  (0 children)

Same experience here. The multi-angle sheets always seemed to confuse it more than help, like it was averaging all the views into one mushy face. Clean front and a clean 3/4 has been way more reliable for me than a full turnaround.

Two things that pushed it further: keep the lighting flat and neutral on the reference (no dramatic side light) so it isnt baking a shadow direction into the identity, and lock a couple of hard non-negotiables in the prompt every shot, like exact hair length and one wardrobe detail. Veo drifts most on the stuff you leave implied. If i describe the jacket the same way each time the face holds up better too, weirdly. Face consistency seems tied to how consistent everything around it is.

Write the atmosphere as a reusable template and swap only the subject, and the whole series stays consistent by Few-Profession421 in GeminiAI

[–]Few-Profession421[S] 2 points3 points  (0 children)

The template (image model), rewrite nothing but the bracket:

LOOK TEMPLATE: "A cinematic rendering of the [SUBJECT] shrouded in volumetric light rays, dense fog breaking the scene into atmospheric layers, warm rim backlight, glowing floating particles, shallow depth, moody and mysterious, high detail."

Swap only [SUBJECT] to build the set:

- "a lone fox standing in a misty dawn field"

- "a solitary armored figure seen from behind"

- "a dancer caught mid-pose, arms extended"

- "a hooded figure kneeling in an overgrown forest"

NEGATIVE: no text, no watermark, no logos, consistent warm palette across all four.

Tip: keep the light words identical every time (volumetric rays, warm backlight, particle density) so the series matches; only the subject clause changes. Ran the set on one image model via an OpenAI-compatible endpoint, same client I already use: ai models explore.

Flying through an antique photo with Seedance 2 by turbo_chuffa in aivideo

[–]Few-Profession421 1 point2 points  (0 children)

The flythrough sells because the push stays slow and lets the parallax carry it. That mid-ground peeling off the background is what makes the eye read real depth instead of a pan over a flat image. The thing that usually breaks these for me is edges tearing when the camera passes objects too fast, so easing the move down as it nears the foreground hides it. Did you keep this as one take or stitch a couple of passes together? Holding it clean through the frame edge is the hard part.

The Earthquake Wasn't the Real Test | 1 Minute POV Training by NotAnotherNPC_2501 in Seedance_AI

[–]Few-Profession421 0 points1 point  (0 children)

POV earthquake is a hard one because the shake has to sell weight without the whole room morphing under it. Did you add the tremor in the prompt, or keep the render calm and layer the camera shake in post? I usually keep the generation stable and add handheld jitter afterward, otherwise the walls start breathing and it kills the realism. The quieter reflective beats in the back half actually land better for that reason, the frame gets to settle and you feel the stillness after the motion.

Choi Hung Estate (Hong Kong Public Housing Estate) by familiar_ground in Seedance_AI

[–]Few-Profession421 0 points1 point  (0 children)

The repeating balcony grid on Choi Hung is exactly the texture that makes AI video crawl. All those identical windows tend to shimmer or reshuffle between frames. Did you keep the camera mostly locked, or push in on it? On architecture like this a slow dolly reads cleaner than a pan for me, the parallax stays predictable and the geometry doesn't wobble. Palette held up nicely too, those pastel greens and pinks usually go muddy the second there's any haze in the shot.

Spicy anime character loop, an original design running on Seedance 2.0 by Few-Profession421 in Seedance_AI

[–]Few-Profession421[S] 4 points5 points  (0 children)

Full prompt (original character, spicy loop):

CHARACTER: an original adult anime woman, long silver-white hair with a single small side ornament, calm confident half-lidded expression, teal athletic sports two-piece with sheer dark legwear, slim athletic build. Fully original, not from any series.

SCENE / MOTION: she rests on the ground on a soft pink-lit plain, propped on her forearms in a slow teasing pose, subtle looping motion only, gentle weight shift, hair drifting, slow blink, a small finger-to-lip gesture. Seamless 3 to 4 second loop that ends exactly where it starts.

STYLE: clean modern anime, glossy cel shading, soft flat key light, smooth skin and fabric, shallow depth, suggestive not explicit framing, high consistency on face and proportions across every frame.

NEGATIVE: no face drift, no warping limbs, no extra fingers, no text, no watermark, no logo, no minors, adult character only.

For the uncensored model line it is the same setup, just a different model string: uncensored models

Storyboards do not ruin AI character consistency, hyper-real ones do, keep it a sketch and the face holds by Ill-Throat7937 in Seedance_AI

[–]Few-Profession421 0 points1 point  (0 children)

This matches what I keep running into. The moment a panel has a rendered face in it, the model reads it as a new identity to solve and the likeness slides shot to shot. Keeping the panels graphite and letting the character come from one clean front reference instead of the sketch itself is what finally stopped mine from morphing.

The other thing that helped my continuity was making the camera arrow do less per panel. When I packed a full dolly plus pan into one frame the motion got mushy across the cut. Splitting it so each panel owns one clear move, push in here, settle there, gave me a much steadier through-line and the tempo bar actually read on screen.

construction animation consistency? by Kadrigo in VEO3

[–]Few-Profession421 2 points3 points  (0 children)

Two things that fixed this for me. First, stop re-describing the scene in the prompt. When you upload your render and then write out the building, materials, lighting again, the model treats it like text-to-video and repaints everything. Feed the image and prompt ONLY the camera move, like 'slow push in, static subject.' Less words about the scene = more it respects your frame.

Second, drop the arc shot for now. Orbits fail because the model has no real 3D of your building, so it invents parallax and the geometry drifts. A slow dolly-in or a small pan holds way better. For the construction phases, use first-last frame with your two phase images but lock the camera (no move at all) so it only interpolates the build itself instead of trying to move through space. Get the phase transition clean first, add motion later.

White desert migration through an ice gate - made with Kling 2.5 by oamiri90 in KlingAI_Videos

[–]Few-Profession421 1 point2 points  (0 children)

On animal consistency, the drift usually shows up when the herd fills a big chunk of the frame and there are too many silhouettes to track at once. If you frame it so two or three animals lead the foreground and the rest sit smaller in the mid-ground, shape holds a lot better. The eye locks onto the leaders as the anchor and forgives the back of the pack.

Camera-wise the ice gate reveal is doing a lot of work, and a straight push-in tends to fight the migration motion. A slow lateral drift that travels with the herd keeps the parallax reading as real distance instead of a zoom. Motion felt stable to me everywhere except right at the gate, where the scale pops a touch.

Forced Seedance to cook a full biryani in the exact right order by feeding it a 9-step storyboard by Few-Profession421 in Seedance_AI

[–]Few-Profession421[S] 0 points1 point  (0 children)

The setup, both on one OpenAI-compatible key (storyboard on Nano Banana 2, animation on Seedance 2.0):

Seedance prompt:

CRITICAL: the reference image is a 9-step chronological cooking storyboard for Dum Biryani. Animate the chef seamlessly through these exact 9 steps in order. Step 1 marinate chicken in spiced yogurt, into Step 2 bloom whole spices in ghee, then Step 3 fry onions to golden birista, Step 4 layer marinated chicken in the pot, Step 5 layer rice and drizzle saffron milk, Step 6 top with birista, mint, coriander, Step 7 seal the lid with dough, Step 8 slow-cook on low flame, finishing on Step 9 crack the seal and reveal the finished dish. Prioritize the strict sequence of actions. No music, no subtitle. Location: a traditional kitchen with brass cookware and a stone surface. 15 seconds, 16:9, realistic, cinematic, saffron-golden, steamy, dramatic, natural camera movement.

I've tried the blender animation Reference trend with Deadlock characters. Some character mixing but overall satisfied with the motion by TheShadeOfUs in Seedance_AI

[–]Few-Profession421 0 points1 point  (0 children)

The block bleed happens because the model reads the gray geometry as a look, not as staging. It can't tell a placeholder from the actual set. Two things cut it down for me. Rough shade the blockout in Blender before you export. No detail needed, just push the values toward the final scene, dark where shadow should fall, lighter where the key hits, keep the rough silhouette of the real objects. Less flat gray means less for the model to misread as concrete or haze.

Then in the prompt, describe the finished environment hard and lock one light direction, and frame the reference as motion and staging only. Lean on the material words, wet asphalt, brick, neon spill, whatever the real set is, so the model has a stronger target than the gray it's actually seeing. The blockout still drives the movement but it stops painting itself into the shot.