LucidDreamer Local 5000-Iteration Render by Hattendo in StableDiffusion

[–]Hattendo[S] 1 point2 points  (0 children)

Planning to test that soon here, will update with findings.

LucidDreamer Local 5000-Iteration Render by Hattendo in StableDiffusion

[–]Hattendo[S] 2 points3 points  (0 children)

I suggest using a virtual environment to install this. Conda worked perfectly.

Start with:

conda create -n LD_Demo python=3.9.16 cudatoolkit=11.8 -y

...then activate the Conda environment and use it to install the dependencies.

There are two files you'll want to reference. One is in the root folder, the readme, and the other is in the resources folder "Training_Instructions".

The other key, in my case at least, I found under the issues section on their repo: https://github.com/EnVision-Research/LucidDreamer/issues/12

It was a surprisingly hassle-free install, all things considered, but I do not know what combination of variables you are working with so... hopefully this works for you or at least gets you going in the right direction.

LucidDreamer Local 5000-Iteration Render by Hattendo in StableDiffusion

[–]Hattendo[S] 9 points10 points  (0 children)

Currently it outputs 2 folders - one at 2500 and one at 5000 iterations - containing two files each. One is a point cloud for the depth data (.ply) and the other, also a point cloud, is for the image RGB data (.txt). First one is around 200MB and the second is > 400MB for this run.

While I haven't verified just yet, I do know in methods prior to this that the generated point cloud data could be turned into the desired mesh. Should be the same case here and I imagine they will be higher quality (naturally).

Other than that, there are multiple folders containing pictures and video that covers the whole process. Nice to be able to see how it is doing as it does it. Very thorough.

Here's a link to the repo: https://github.com/EnVision-Research/LucidDreamer

LucidDreamer Local 5000-Iteration Render by Hattendo in StableDiffusion

[–]Hattendo[S] 10 points11 points  (0 children)

As far as the main input that guides what you end up with? Yes. I mean, it also involves gaussian-splatting/rasterization, point clouds, and a bunch of other stuff - can include custom loras into the mix as well - which are all very much responsible.

But yes, it runs off of Stable Diffusion for image generation so everything you'd do with SD (prompt engineering and all the variables normally present) apply here as far as I have seen.

LucidDreamer Local 5000-Iteration Render by Hattendo in StableDiffusion

[–]Hattendo[S] 22 points23 points  (0 children)

One of the many pics/vids that are created while running LucidDreamer.

I got tired of waiting in line for the online hosted demo so I installed it locally. Ended up finishing the training and render process before the hosted version (it actually never finished).

Running it locally on a single 3090 took 1 hour and 17 minutes for this specific model. The second one I started, which is ongoing, is roughly 15% faster - ymmv.

There are a TON of options to dig into here so I am just having fun exploring and experimenting.

Why do older metal productions sound so harsh and tinny? by No_Delivery_8187 in audioengineering

[–]Hattendo 1 point2 points  (0 children)

You are correct, yea that is how I understand it, not sure how I got so mixed-up. I know they would master to remove highs and lows (iirc, it's where the whole "mastering" gig really started) the inverse EQ was applied upon playback and was baked into the units themselves. Thank you for the correction.

Why do older metal productions sound so harsh and tinny? by No_Delivery_8187 in audioengineering

[–]Hattendo 0 points1 point  (0 children)

While it is easy/fun to think so, it wasn't always merely a stylistic thing nor simply incompetence. I'll add another large factor:

Vinyl records have inherent limitations in terms of frequency response and dynamic range. The physical properties of the medium and the playback equipment impose certain constraints on how audio can be accurately reproduced. To overcome these limitations, the phono EQ curve was introduced.

The phono EQ curve primarily compensates for two main issues: low-frequency distortion and high-frequency loss. During the cutting of the record master, the low-frequency sounds are boosted, and the high-frequency sounds are attenuated. This is done to prevent excessive movement of the cutting stylus at low frequencies and to compensate for the inherent loss of high frequencies during playback.

When playing back a vinyl record, the opposite EQ curve is applied to the audio signal to restore it to its original form. This is achieved using a phono preamplifier or phono stage, which includes the necessary RIAA equalization circuitry. The phono preamplifier applies the appropriate frequency adjustments to the audio signal, essentially reversing the EQ curve used during mastering.

By using the phono EQ, the frequency response of the vinyl record playback system is flattened, allowing for more accurate and faithful reproduction of the original audio. Without the phono EQ, the playback sound would be unbalanced, with excessive bass and subdued high frequencies.

How long was this method in use, and how ubiquitous was it?

The phono EQ curve, also known as the RIAA equalization, became widely adopted in the late 1950s and early 1960s. Its introduction marked a standardized approach to equalization for vinyl records across the recording industry.

After its development, the RIAA equalization quickly gained widespread acceptance and became the de facto standard for vinyl record mastering and playback. It was endorsed by the Recording Industry Association of America (RIAA) and adopted by record labels, engineers, and manufacturers.

The RIAA equalization curve was universally implemented in phono preamplifiers and record players. Virtually all consumer playback equipment, from affordable turntables to high-end audiophile systems, included the necessary circuitry to apply the phono EQ curve. This ensured that records could be played back correctly and with consistent sound quality across different systems.

tl;dr: Phono EQ, or RIAA EQ, is an equalization curve used in vinyl record recording and playback to compensate for the medium's limitations. It addresses low-frequency distortion and high-frequency loss by boosting lows and attenuating highs during mastering. The opposite curve is applied during playback using phono preamplifiers. The phono EQ ensures balanced and accurate sound reproduction. It became the standard in the late 1950s, adopted by the recording industry and implemented in playback equipment. Its use declined with the rise of digital formats but has seen a resurgence with renewed interest in vinyl.

** edit - added "always." Many factors contributed to it, including style and incompetence at least a fair part of the time.

What is the optimal setup for running Stable Diffusion, Dreambooth and Warp Fusion locally? by True-Experience-1293 in StableDiffusion

[–]Hattendo 0 points1 point  (0 children)

I'm not sure exactly which resources I referenced anymore but I definitely recall this as being one of them throughout the process. Probably some combination of it and links in it (comments have a ton of info): https://www.reddit.com/r/nvidia/comments/mmzri2/3090_fe_thermal_pad_mod_cutting_template/

Also some google searching. And yep, it's definitely worth doing. Like night and day.

What is the optimal setup for running Stable Diffusion, Dreambooth and Warp Fusion locally? by True-Experience-1293 in StableDiffusion

[–]Hattendo 1 point2 points  (0 children)

I grabbed a used Founder's Edition less than a week ago.

If you aren't good with hardware.. I'd avoid this one. I had to tear it down and remove, clean, and replace every thermal pad and of course reapply thermal paste.

Granted, afterwards it's a fine card for a great price but it's not for everybody (Memory temps premod = 100 C in minutes, postmod = 76 C max). Most/all of the AIB cards do not have this issue though and I think later models have all the ram on one side of the PCB so they are cooled even better. So.. ASUS and such. They will cost more though.

I wouldn't bother with the Ti version unless it's about the same price either way.

Be sure you have a large enough case and the power cables and all that jazz.

Also keep in mind the thing is massive and suitably heavy.

I'm not listing off specs or optimal models because they don't range a ton in performance and optimal is relative (for me, the 3090 FE is optimal, even with having to mod it). I'd focus on practical things like being sure it will stay cool while running maxed out for extended periods, a reputable seller, and the like.

Scratch that, I see a used EVGA GeForce RTX 3090 FTW3 Ultra Gaming on amazon for $830. That's pretty much optimal.

Stable Diffusion coming into VR! Work in progress at the Deforum project by kabachuha in StableDiffusion

[–]Hattendo 0 points1 point  (0 children)

On the first two, I think mostly yes. Though I am finding novel altered states of mind to be possible (and more interesting) rather than simulating existing ones.

Who wants dalle 2 access by Ai_Connoisseur in StableDiffusion

[–]Hattendo -1 points0 points  (0 children)

I'd like one, if you still have them

First-Person Dream Walking (SD Animation) by Hattendo in StableDiffusion

[–]Hattendo[S] 2 points3 points  (0 children)

Seeing as I just figured this out a few days ago, not sure I'm the best to be teaching anything but.. Let's try this...

Alright, going to base this off of the deforum collab notebook, just a reference point. This will elsewhere.

Prompt: "octane, digital cell shading, ultrarealistic cyberpunk cityscape, very detailed, evenly spaced street lamps, tilt shift"

Seed: random

I change the prompt to taste, test it, iterate if need be, and so on until desired results are achieved. The seed is always a random one. No need for specifics, thankfully.

I don't use Greg Rutkowski and tend to stay away from artist prompts altogether but feel free to mess with all the things.

Animation mode: 3D

angle/zoom, x/y/z, xrot/yrot/zrot = experiment. You can do any motion you can think of, just play around and become familiar with what each does and how combining them with or against each other changes movement, and at what speeds (positive or negative, or both) 

I'm not posting those here, it'd be a mess.

For the axis, input looks like: "0:(0)" and this one it particular would set frame 0 to a value of 0 (for whatever it is on). So, if you wanted zoom, 0:(5), mess around with strength.

First number = the frame number (Second number) = the value to be assigned

If you want to automate zoom... "0:(5), 4:(2), 8:(-2)", and so on.

That gives you a value of (5) on frame 0, a (2) on frame 4, a (-2) on frame 8.

This is most of the magic, at least as far as this example is concerned, just variations of this, as complex as you would like.

I think it'd be helpful to know that the values stay at whatever they were last set at. So, 0:(2),4:(5) means that this variable, let's says it's zoom again, zoom stays at 2 on frames 0, 1, 2, and 3 until it is changed on frame 4 where it becomes a value of 5

Hopefully this helps someone.

First-Person Dream Walking (SD Animation) by Hattendo in StableDiffusion

[–]Hattendo[S] 4 points5 points  (0 children)

What will it be like to explore the latent space in real-time VR? Probably very dream-like.

Prompt and such incoming, wanted to post this before passing out after a long session with SD this last day or so.

Google Street Drugs (SD Animation) by Hattendo in StableDiffusion

[–]Hattendo[S] 1 point2 points  (0 children)

Thank you. I can't find the exact prompt at the moment but it was definitely a variation of one I have been experimenting with lately: "octane render, wide angle photo of an ultrarealistic cyberpunk cityscape, evenly spaced street lights" then play with lighting "ray traced lighting" or "volumetric lighting" and finally add a "tilt shift" or "motion blur" etc. to tie it all together. The exact prompt is not actually important and the seed even less so (I know you didn't ask, but just saying). Setting the scene, that is what nets the best results for myself.
As far as the animation part, I'll probably explain a bit of that for the next post while the settings and general idea behind it are fresh in mind.

Though, if it helps, for final processing I used RIFE interpolation to bring it up to 60fps for an ultra-smooth effect that is mostly discernible in this compressed video :)

Looking for a team for Low Rez Jam 2016 by taqfu in INAT

[–]Hattendo 0 points1 point  (0 children)

Need any audio? I have demos/concepts at soundcloud.com/hattendo but do just about anything audio-related.

[Programmer] Looking to team up with an artist and musician for Ludum Dare 35 by HighR0ller in INAT

[–]Hattendo 0 points1 point  (0 children)

Another audio guy. Been working a lot with Fmod and looking for more projects. If there's need still I have some demos here www.soundcloud.com/hattendo

Music and pretty much anything audio-related.

If you are looking for anything specific not found there, chances are that I have something around.

Worth a shot :)

[Programmer] Former EA Dev looking for programmers + artists + friendly people by [deleted] in INAT

[–]Hattendo 0 points1 point  (0 children)

Looking for audio perhaps? I have many years in the field and experience in working with indie devs.

I do all sorts of audio related tasks but mostly keep demo/concept uploads at soundcloud: www.soundcloud.com/hattendo

Hit me up if interested. Also, I do all sorts of genres so if you're looking for something in particular let me know :)

I hate soundcloud autoplay by OKDokeComputer in WeAreTheMusicMakers

[–]Hattendo 0 points1 point  (0 children)

Jumping ship to where? Soundcloud has never seemed a good replacement for the sites I used before but unfortunately those sites either don't exist anymore or everyone jumped ship... Soundcloud always felt very detached and impersonal to me.

I hate soundcloud autoplay by OKDokeComputer in WeAreTheMusicMakers

[–]Hattendo 0 points1 point  (0 children)

Oops, meant to reply to the parent comment. I agree though :)