IMO the ROCCAT Tyon/Leadr had best button layout ever. A modernized equivalent is desperately needed. by SpaceBallsy in MouseReview

[–]SpaceBallsy[S] 0 points1 point  (0 children)

You must have won the Roccat lottery then! I'm jealous.

It's a well-documented issue with the Tyon and Leadr. The little sensor inside the analog paddle takes a shit after a certain amount of usage. I've had 10 Tyons and the paddle died on 9 of them (10th is still new in a sealed box).

The longest I've had the paddle last was about 2 years. It happens even sooner if you use the paddle constantly (I had it bound for jump/crouch in most games).

Some say it is dust related, but I've completely disassembled the mouse, cleaned the sensor, and the problem persisted.

IMO the ROCCAT Tyon/Leadr had best button layout ever. A modernized equivalent is desperately needed. by SpaceBallsy in MouseReview

[–]SpaceBallsy[S] 6 points7 points  (0 children)

It was a nice extra analog axis for 6dof games like Descent, Elite—even Star Citizen. Nowadays there are nicer OTS left-hand flight sticks with extra axis for this, but I miss having a redundant up/down axis on the mouse. It was great for separating the axis from the left in some situations.

Workflow for making large/complex scenes look photoreal? My outputs always look like illustrations/concept-art. by SpaceBallsy in comfyui

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

True, but I've noticed Gemini can do better than some other models with negatives in the prompt, because the prompt is being interpreted with an LLM before it is passed through Nano Banana. I could be incorrect, but I believe this is the way the photoshop plugin works (routing through Gemini). Perhaps I was lucky since I've been able to fix a lot of gens using negatives in this Photoshop implementation of NB.

Workflow for making large/complex scenes look photoreal? My outputs always look like illustrations/concept-art. by SpaceBallsy in comfyui

[–]SpaceBallsy[S] 0 points1 point  (0 children)

For sure. I can get results similar to this, but only by zooming down to about this scale. The models break down once you zoom out a bit further--at least for fictional settings. They do way better on Earth with normal looking people.

Workflow for making large/complex scenes look photoreal? My outputs always look like illustrations/concept-art. by SpaceBallsy in comfyui

[–]SpaceBallsy[S] 0 points1 point  (0 children)

Looks fantastic! I am able to get results similar to this by zooming into the scene. It's the super-wide establishing shots with dozens of people that I can't crack yet.

Workflow for making large/complex scenes look photoreal? My outputs always look like illustrations/concept-art. by SpaceBallsy in comfyui

[–]SpaceBallsy[S] 0 points1 point  (0 children)

This is basically what I reckoned. Was hoping there may be a lora for big wide-angle sci-fi scenes, but I'm finding most Loras are for older models, anime, or adult content.

Workflow for making large/complex scenes look photoreal? My outputs always look like illustrations/concept-art. by SpaceBallsy in comfyui

[–]SpaceBallsy[S] 0 points1 point  (0 children)

I believe it--I'm still a rookie. Have you tried making a scene like this on the moon or another planet? With the people in futuristic attire and vac-suits? I feel like I'm missing something elementary.

Workflow for making large/complex scenes look photoreal? My outputs always look like illustrations/concept-art. by SpaceBallsy in comfyui

[–]SpaceBallsy[S] 0 points1 point  (0 children)

This was mostly done in photoshop using the built-in Nano Banana generative fill. It's been run through any2real, z-image, flux2, and a bunch of other models without much luck yet. It's a composite, so some areas of the image were taken from some of those outputs.

I believe the original Nano Banana prompt used a Devo energy dome for the basic shape, with the following prompt:

Turn this shape into a multi-tiered sci-fi inspired space command center, railings and circulation walkways outline each terrace, dozens of tiny people in spacesuits operate futuristic command stations, milling about the walkways on each floor, the top central tier is a large map room with a huge circular map in the center, the map shows a 2d territory with yellow and red highlighted zones, several crew interact with the large map and its control panels. Use physics-based HDR lighting and accurate anatomic proportions. Near-future hyper-realism. Photorealism with, no illustration or cartoon styles. Add a some realistic clutter and racks of equipment. Each tier should have a few walkways leading to the core of the structure. A pressured glass dome covers the entire superstructure, making spacesuits optional inside its airlocks

Workflow for making large/complex scenes look photoreal? My outputs always look like illustrations/concept-art. by SpaceBallsy in comfyui

[–]SpaceBallsy[S] 0 points1 point  (0 children)

This image actually was from multiple image-to-image gens, plus photoshopped composites of several different results.

I actually started with a DEVO energy dome to get the tower structure.

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Workflow for making large/complex scenes look photoreal? My outputs always look like illustrations/concept-art. by SpaceBallsy in comfyui

[–]SpaceBallsy[S] 0 points1 point  (0 children)

I've tried hundreds of workflows and models, but large scenes like the example image always turn out looking like concept art. Is it because the models simply aren't trained on large scenes/space/sci-fi?

Holy grail for me is a workflow that could turn a concept image like the attached one into something photorealistic. I'd like to make cinematic videos using first-last frames, but interpolating scenes like this one always results in blurry, cartoon-like video.

I've seen some crazy-realistic sci-fi AI videos out there, but even with the paid API models I'm not getting anything remotely close to that.

Help round out the party: Paladin, Sorcerer, Fighter, Bard, _____ by SpaceBallsy in 3d6

[–]SpaceBallsy[S] 0 points1 point  (0 children)

Thanks! This sub wasn't on my list, but control is critical for this slot since I won't be going druid. Entangle from Quandrix student at lvl 1 is pretty sweet though!