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Minimax H3真实电影质感.safetensors
296 MB · SafeTensor · bf16
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<real-cinematic-h3>
Over dit model
MINIMAX H3 · LoRA's
Gemaakt door
TuTu_1018
op Civitai
by TuTu_1018 - Minimax H3 Authentic cinematic texture
Notities van de maker
The recommended model strength is 0.7; for segments with high motion, it is advisable to lower this to 0.5. Trigger word: DY. Online Workflow Experience: MiniMax H3 – Authentic Cinematic Quality Try it here: Sign up to receive 1,000 credits and try it for free. This is a workflow designed to achieve a cinematic look with MiniMax H3, specifically optimized to address common AI video issues such as a "plastic" appearance, over-sharpening, harsh lighting, and an artificial "AI feel." By integrating a specially trained LoRA for authentic cinematic texture—while preserving MiniMax H3’s inherent strengths in motion, shot comprehension, and audiovisual generation—the workflow enhances natural lighting, color depth, depth of field, skin texture, atmospheric mood, and lens characteristics. The result is an output that closely resembles genuine cinematography rather than merely applying a cinematic filter. It is well-suited for narrative shorts, dialogue-driven scenes, cinematic advertisements, and genres such as martial arts, suspense, and urban drama, as well as for capturing evocative, mood-driven shots; it also serves as a versatile solution for adding a cinematic quality to everyday video generation with H3.
4,338 downloads · 219 likes op Civitai
SHA256
51DDA79218EA126CBB2E08F3A6D9CC595E2224F4977D7618061954043A8BAFCF
ModelTrends.ai model-ID
#26898
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Voorbeeldrenders
Prompts en instellingen gedeeld door de mensen die deze renders op Civitai maakten. Kies een render om te zien hoe hij is gemaakt.
Instellingen
Formaat
904x1120
Prompt
Shot 1] Live-action, cinematic horror film, a single continuous tracking shot follows Joyce through a dark, dusty, decaying house. The camera tracks alongside her at fast speed with large amplitude as she bursts into a hall wall, her dirty floral off-shoulder summer dress and white sneakers kicking up fine dust from the cracked floorboards. She stumbles to her feet, hands braced against peeling wallpaper, bouncing off the wall for balance while wide blue eyes scan the shadows behind her. The camera pushes in slightly with small amplitude at slow speed as she looks over her shoulder, breathing hard and panting, then continues tracking as she runs walking over debris of broken furniture, splintered wood, and scattered dust across the decaying house. Her breath comes in ragged gasps that sync with each heavy footstep. She reaches a tall closed door at the far end of the hall and slams her body into it, arms outstretched, but the weathered wood doesn't budge open even an inch. The camera holds tight as she turns around, leaning her back flush against the door, knees slightly bent, one hand gripping the frame for support while the other clutches at her chest. Her breathing quickens to a desperate panic as unseen movement looms closer in the darkness behind her — a shadow that grows larger with every heartbeat, and Joyce freezes, eyes locked on the void where her pursuer stands just beyond the failing light. overall_soundscape: Dark decaying house ambience hums beneath everything — cold air drifting through broken walls, a slow drip of water somewhere in the shadows. Her body thuds against the hall wall with a sharp impact, then ragged breathing and heavy panting fill the space as she stumbles to her feet. Fabric rustles with each frantic step over debris; splintered wood cracks beneath white sneakers grinding across the floor. She slams into the closed door — skin scraping weathered wood — and grips the frame as breathless gasps quicken into a desperate panic, while unseen footsteps grow louder from behind. non_diegetic_music: Sparse dissonant strings crawl in at a slow tempo, joined by an irregular ticking pulse that quickens with each of her steps before swelling into sustained low chords as the unseen foe closes the distance. [Shot 1] Live-action, cinematic horror film, a single stationary medium-wide shot holds Joyce standing before a tall closed door in the dark decaying hall. The camera stays still as she takes her first breaths, wide blue eyes scanning the failing light for movement behind her — an intact, tense earlier state of a survivor who believes she has cornered her pursuer. She shifts her weight and presses closer to the weathered wood, one hand sliding up the doorframe while the other grips the edge beside her, her floral off-shoulder dress catching the dim shaft that spills across the peeling walls. The camera holds tight as she settles fully into the exact arrangement, hand position, angle, lighting, and composition established by <Picture 1> — back pressed flush against the door, arms outstretched gripping both sides of the frame, body leaning forward with a look of desperate focus fixed on the darkness ahead. She remains unaware that the door behind her begins to creak open silently, revealing a dark void of a room beyond. The camera holds as she stays locked in place looking straight ahead while a pair of large monster's clawed arms reach out slowly around her waist from within the blackness. Her breath catches — then the unseen foe pulls and in an instant drags her backward into the room and down into the dark void as she screams, her body yanked past the doorframe and swallowed by shadow. The camera holds its single static frame as the closed door slams shut behind where she stood, the wood thudding against the wall, and her screaming ends abruptly in silence. overall_soundscape: Low house ambience hums beneath everything — a slow drip of water somewhere in the walls, cold air drifting through broken planks. The door creaks open silently behind her with a soft scrape of hinges, then fabric rustles as clawed fingers close around her waist and pull taut against her back. Her scream tears across the hall on each drag into the dark void — ragged, rising, then breaking into gasps — while her body is hauled past the doorframe over splintered floorboards. The final slam of the closed door thuds heavy against the wall as her last breath fades to nothing. non_diegetic_music: Sparse dissonant strings crawl in at a slow tempo, tightening into an irregular pulse that swells with each pull of her body before dropping into sustained low chords as she is dragged into the dark void and silence falls. [Shot 1] Live-action, cinematic horror film, a single stationary medium-wide shot holds the closed weathered door after it slams shut in the dark decaying hall. The camera stays still as two seconds of silence pass — dust settling, breath fading, the faint scrape of fabric against splintered floorboards echoing from beyond the wood. Then the door begins to creak open slowly on its own, and Joyce pushes it up just enough to stick her head out into the failing light, her wide blue eyes crinkling with a bright, nervous laugh. She leans forward slightly, one hand braced against the frame beside her while the other grips the edge, and says: <d>[English] Just kidding I'm fine. Totally fine.</d> Her laughter spills freely across the dark hall as she holds her head out of the doorway, shoulders shaking with each breathless burst. The camera holds tight as she continues to laugh — a cheerful sound too easy for the shadows behind her — then reaches down and pulls the door shut again with both hands, her body sliding back into the blackness where her pursuer waits just beyond the wood. overall_soundscape: The heavy thud of the closed door reverberates through the hall and lingers for two long seconds before the wood begins to creak open on its own — a soft scrape of hinges giving way to Joyce's bright, breathless laughter spilling into the dark. Fabric rustles as she pushes the frame up just enough to stick her head out; her nervous chuckle bounces off the peeling wallpaper while one hand braces against the edge beside her. The failing light flickers across splintered floorboards as she holds her head out laughing, then a final pull of both hands drags the door shut with a sharp thud against the wall as her last breath fades to nothing. non_diegetic_music: Sparse dissonant strings crawl back in at a slow tempo but now staccato and playful, each pluck syncing with one of her nervous laughs before dropping into an irregular pulse that swells as she pulls the door shut over the blackness where her pursuer waits.
Instellingen
Formaat
768x1376
Prompt
cinematic movie, all real human actors, ultra-realistic 15-second continuous POV comedy sequence, 18th-century British Royal Navy, use the provided FIRST pirate-prisoner reference image as the primary visual reference, preserve the same wooden brig interior, prisoner appearance, Royal Navy officer appearance, crude wanted sketch, lantern lighting, wooden height markings, realistic period costumes, natural human POV camera movement, absurd historical comedy played realistically subject_definitions: - <Subject 1>: The POV British Royal Navy sailor. His face is never visible. Only his hand, forearm, dark blue period naval sleeve, and the crude wanted sketch are visible. From frame one he is already struggling not to laugh, then completely loses control. His British-accented English dialogue is continuously interrupted by genuine breathless laughter. His shoulders shake enough to create subtle natural POV movement. He repeatedly compares the drawing with the prisoner because the resemblance is absurdly exact. - <Subject 2>: The captured pirate prisoner from the reference image, centered against the wooden measurement wall. Thin weathered face, sparse messy hair, dirty worn clothing, unusually large clear staring eyes. For the first approximately 80% of the sequence he maintains exactly the same emotionless, deadpan facial expression. He does not react to the laughter. Near the final 20%, he begins fighting his own amusement and ends with only a tiny involuntary smirk. - <Subject 3>: The British Royal Navy officer standing screen-right beside the prisoner. Dark blue period naval coat, brass buttons, naval hat, beard. He initially smiles, then progressively breaks into uncontrollable laughter as <Subject 1> keeps showing him the drawing. - <Subject 4>: A crude hand-drawn wanted portrait on aged paper. The sketch is amateurish, with huge staring eyes, sparse hair, simple nose and blank mouth, yet somehow looks absurdly similar to <Subject 2>. <Subject 1> physically holds it beside the prisoner’s real face throughout much of the sequence. - <Space 1>: Cramped 18th-century Royal Navy ship brig or prisoner-processing room. Rough wooden planks, black height marks behind the prisoner, warm oil-lantern light, iron hardware, heavy shadows, enclosed ship acoustics. summary: Create a 15-second ultra-realistic POV historical comedy scene. The POV British sailor begins almost immediately realizing how absurdly identical the crude wanted sketch is to the captured pirate. He tries to say “Wait... no!!” but immediately collapses into laughter. He keeps holding the sketch directly beside the prisoner’s real face while laughing harder and harder, saying “This is ridiculous,” then turning the comparison toward his fellow officer and shouting “That’s him! It’s literally him!” The fellow officer joins the laughter. The prisoner remains completely stone-faced through almost the entire sequence. Only during the final approximately three seconds does his mouth begin twitching as he struggles not to laugh, finally allowing one tiny restrained smirk at the very end. retention_analysis: - Permanent composition: [POV hand + wanted sketch] → [<Subject 2> centered against wooden measurement wall], with <Subject 3> screen-right. - <Subject 1> begins laughing essentially from the first second and continues laughing between every sentence. - The sketch must repeatedly be held directly beside <Subject 2>’s actual face. - <Subject 2> remains completely deadpan from 00:00 until approximately 00:12. - Do not make <Subject 2> smile before the final 20%. - <Subject 3> looks back and forth between the sketch and prisoner before joining the laughter. - Camera remains true POV throughout. - Every spoken line immediately generates a plain white English subtitle at the bottom center matching the spoken dialogue. detailed_description: Shot 1 (00:00.000–00:02.500): Begin immediately from the reference-image composition. <Subject 2> stands centered against the wooden height wall with huge clear eyes staring forward, lips completely flat and body motionless. <Subject 3> stands screen-right already visibly amused. <Subject 1> lifts the crude wanted sketch into foreground, looks from the drawing to <Subject 2>’s real face, freezes for half a second, then suddenly realizes just how identical they look. His voice breaks before he can even finish: <d>[English, British male, stunned realization immediately collapsing into laughter] Wait... no!! HAHAHAHAHAHAHA!</d> A white subtitle reading "Wait... no!! HAHAHAHAHAHAHA!" appears at the bottom center of the screen. The POV camera shakes subtly because <Subject 1> is genuinely laughing. He moves the sketch right beside <Subject 2>’s head. The drawn oversized eyes line up ridiculously well with the prisoner’s enormous serious eyes. <Subject 2> remains completely expressionless. Shot 2 (00:02.500–00:05.500): <Subject 1> tries to steady the paper, but his hand is shaking from laughter. He shifts the sketch several centimeters left, then right, carefully aligning the crude drawn face with <Subject 2>’s real face. Every time the two faces line up, he laughs even harder. He tries to speak through the laughter: <d>[English, British male, breathless, laughing uncontrollably, barely finishing the sentence] This is ridiculous! HAHAHAHAHA!</d> A white subtitle reading "This is ridiculous! HAHAHAHAHA!" appears at the bottom center of the screen. On “ridiculous,” he pushes the paper closer to <Subject 2>’s cheek without covering his face. <Subject 2> continues staring forward with exactly the same deadpan expression, which makes the comparison even funnier. Shot 3 (00:05.500–00:08.000): Still laughing, <Subject 1> briefly swings the drawing toward <Subject 3> as if desperately demanding confirmation. The camera follows the hand only slightly, keeping <Subject 2> visible in frame. <Subject 1> points the edge of the paper toward the prisoner: <d>[English, British male, explosive laughter, loudly trying to make his colleague look] LOOK! HAHAHAHAHA! THAT’S HIM!</d> A white subtitle reading "LOOK! HAHAHAHAHA! THAT’S HIM!" appears at the bottom center of the screen. <Subject 3> looks carefully at the sketch, then immediately turns his eyes toward <Subject 2>. Hold a brief 0.3-second realization beat. His smile suddenly collapses into loud genuine laughter. His shoulders shake and he bends slightly forward. Shot 4 (00:08.000–00:10.800): <Subject 1> immediately places the sketch beside <Subject 2> again, almost perfectly matching the drawn head position to the real head. The POV sailor is now barely able to breathe from laughing. <Subject 3> laughs openly at screen-right, repeatedly looking between the sketch and prisoner. <Subject 1> gets the sentence out between broken breaths: <d>[English, British male, nearly crying with laughter, emphatic disbelief] IT’S LITERALLY HIM! HAHAHAHAHAHAHA!</d> A white subtitle reading "IT’S LITERALLY HIM! HAHAHAHAHAHAHA!" appears at the bottom center of the screen. The camera moves slightly closer because <Subject 1> unconsciously leans toward the prisoner while laughing. The crude portrait and real face fill much of the image together. Shot 5 (00:10.800–00:12.300): The two sailors continue laughing with no new dialogue for a moment. <Subject 1>’s hand holding the paper trembles noticeably. <Subject 3> briefly turns his face away trying to recover, then looks back at the prisoner and immediately begins laughing again. The camera slowly closes in on <Subject 2>. Despite everything happening around him, <Subject 2> remains completely still: huge clear eyes forward, lips flat, jaw relaxed, no smile, no head movement. Hold this deadpan reaction long enough to become the central visual joke. Shot 6 (00:12.300–00:15.000): For the first time, <Subject 2> begins to crack. Keep a tight POV composition with the wanted sketch still beside his real face. At approximately 12.4 seconds, one corner of his mouth gives a microscopic twitch. He immediately forces it flat again. His nostrils flare slightly. His lips press tightly together. His cheeks tense as he tries to suppress the laugh. <Subject 1> and <Subject 3> continue laughing loudly in the foreground and background. At approximately 14 seconds, <Subject 2> glances very slightly toward the stupid drawing without moving his head much. That nearly breaks him. His enormous serious eyes remain mostly unchanged, but one corner of his mouth slowly lifts into a tiny involuntary smirk. He tries to suppress it again but cannot completely. End exactly on this restrained, reluctant little smile while the two Royal Navy men continue laughing uncontrollably. overall_soundscape: Realistic enclosed wooden-ship acoustics: timber creaking, distant harbor sounds, subtle chain movement, lantern hiss and boots against floorboards. <Subject 1>’s laughter dominates almost continuously from the opening frame. His laughter must sound genuine, breathless and physically exhausting, with his spoken sentences breaking naturally around inhalations. <Subject 3> begins with quiet amusement and escalates into full laughter after comparing the drawing with the prisoner. <Subject 2> remains silent throughout. Near the final seconds, include only a tiny restrained nasal exhale as he struggles against smiling. Dialogue stays clearly understandable despite laughter. non_diegetic_music: Extremely restrained historical-comedy underscore: quiet plucked strings and a low mischievous bass rhythm. Keep it beneath the dialogue and laughter. Around 00:12, reduce the music almost completely so the visual anticipation of the prisoner finally cracking becomes the focus.
Instellingen
Formaat
1376x768
Prompt
prompt and workflow embbed
Instellingen
Formaat
1376x768
Prompt
cinematic movie, all real human actors, ultra-realistic 15-second continuous historical battle sequence, Roman–Parthian war, Battle of Carrhae atmosphere, harsh dry daylight, open Mesopotamian plain, drifting dust, relentless arrow storm, realistic fear and discipline, small on-screen location/date text in the TOP-LEFT corner reading "Battle of Carrhae (53 BCE)", small English subtitles at the bottom only for spoken Latin lines subject_definitions: - <Subject 1>: Roman centurion, adult male, weathered face, iron helmet, chainmail, dusty red cloak, positioned INSIDE the Roman testudo near the front-left interior. He is not outside the shell; he is shouting from within the shield wall itself. His voice is huge, deep, low-pitched, resonant, and desperate, a battlefield officer’s roar pushed so hard it nearly tears his throat. - <Subject 2>: Roman legionaries forming a dense TESTUDO. Adult male soldiers with rectangular scuta, helmets, chainmail, gladii at the belt. Front rank holds shields vertically toward the Parthian threat, middle and rear ranks hold shields overhead in overlapping layers, and side ranks angle shields outward to seal the flanks. - <Subject 3>: Parthian horse archers, only briefly visible in the far dusty distance, circling and firing repeated volleys from composite bows. They remain secondary in frame. - <Space 1>: Open arid plain under hard sun with no cover, dust haze, exposed Roman formation under missile attack. summary: Create a 15-second ultra-realistic battle scene focused almost entirely on a Roman testudo enduring Parthian arrow rain at Carrhae. The battle geography must stay clear and fixed: distant Parthians ahead, Roman front shields facing them, overhead shields locked above, side shields sealing the flanks. Keep the centurion inside the formation, roaring commands and encouragement from within the shield shell. The key visual focus is the violent impact of arrows and the suffering inside the formation: arrows hammering shields, arrowheads punching partly through wood and leather, splinters flying, men flinching, and several Roman soldiers being lightly or moderately wounded by shafts that penetrate into the cramped interior. The formation must remain intact and disciplined the entire time. retention_analysis: - Keep the Roman formation in a readable, unbroken testudo from beginning to end. - Fixed axis: distant Parthians -> incoming arrow arcs -> Roman front shield wall -> Roman overhead shield roof. - The centurion remains inside the shield wall, not outside. - Main focus is arrow rain and interior injuries caused by partial shield penetration. - Parthians are only brief distant glimpses. - The top-left on-screen text "Battle of Carrhae (53 BCE)" must appear small and unobtrusive. - No fleeing Roman soldier scene. detailed_description: Shot 1 (00:00.000–00:02.700): Begin with a slightly elevated front-left three-quarter view clearly establishing the Roman testudo geometry. The front rank presents a solid wall of scuta toward the distant Parthian threat; overhead shields form a tightly overlapped roof; side shields angle outward and seal the flanks. In the far dust haze, small Parthian horse-archer silhouettes gallop laterally and loose arrows. In the TOP-LEFT corner, small on-screen text reads: "Battle of Carrhae (53 BCE)". The first dense volley descends in high arcs. Arrows crash into the shield wall and roof with brutal force. From inside the formation, the centurion bellows through the enclosed shell in a deep, throat-ripping officer’s roar: <d>[Latin, huge low desperate battlefield bellow] Testudinem tenete! Scuta supra capita!</d> A white subtitle reading "Hold the testudo! Shields above your heads!" appears at the bottom. Shot 2 (00:02.700–00:05.700): Camera drops closer and tracks along the front-left side of the formation, keeping the same axis and never confusing the direction. Arrows slam in rapid succession, shafts quivering in the wood. One arrow punches partly through the seam between two overhead shields and tears into a soldier’s upper shoulder near the collarbone; he jerks, gasps, and blood immediately stains the edge of his chainmail, but he keeps his shield raised. Another shaft splits through the face of a front shield and protrudes inward, scraping across the fleshy part of a legionary’s cheek, leaving a bloody streak across dusty skin. The men flinch but keep closing the gaps. From inside, almost invisible except through shield gaps, the centurion roars louder, his voice echoing under the shield roof: <d>[Latin, deep resonant command, nearly voice-breaking] Tenete ordinem! State firmi!</d> A white subtitle reading "Hold the line! Stand firm!" appears at the bottom. Shot 3 (00:05.700–00:09.000): Cut inside the testudo. The space is cramped, dark, and suffocating, lit only by narrow slits of hard daylight between shield seams. The sound becomes enclosed and oppressive. Dust sifts down with every hit. Faces are inches from shield backs. Hands strain around grips. Suddenly an arrowhead punches through an overhead shield and stops inches from one soldier’s eye; he freezes, breathing hard, then forces himself not to move. Another arrow penetrates from the side and slices into a man’s upper arm, making him grunt sharply as blood runs down to his wrist, but he still holds the shield in place. A third impact punches partly through a front shield and sends splinters into a legionary’s lips and chin; he spits blood and wood dust, eyes wide, yet leans harder into the shield wall. The centurion, somewhere just ahead within the shell, shouts again, raw and thunderous: <d>[Latin, roaring encouragement from inside the shield wall] Nolite cedere, milites! Roma stat!</d> A white subtitle reading "Do not give ground, soldiers! Rome stands!" appears at the bottom. Shot 4 (00:09.000–00:12.000): Return to an exterior medium shot from the same front-left angle. The shield shell is now bristling with arrows. In the far haze, only a few fleeting Parthian riders are visible before disappearing back into dust. Another heavier volley falls. The entire roof ripples under impact like a struck drum. One arrow punches halfway through the roof and grazes a soldier’s temple and helmet rim, drawing blood along the side of his face. Another shaft comes through low at the front and lodges into a man’s upper chest near the shoulder edge, not fatal but shocking; he hunches in pain while the men around him press tighter, keeping the wall closed. The centurion’s voice booms from inside the shell, low and ferocious: <d>[Latin, throat-straining battlefield roar] Sub scutis manete! Tenete, tenete!</d> A white subtitle reading "Stay under the shields! Hold, hold!" appears at the bottom. Shot 5 (00:12.000–00:15.000): Finish on a close-medium tracking pass along the battered but unbroken testudo. Keep the camera close enough to show human strain: a bloodied cheek, a pierced shoulder, a trembling jaw, split knuckles gripping shield handles, eyes squeezed shut at the next incoming whistle. The Romans do not run, do not open the formation, and do not look heroic in a clean way — they are terrified, sweating, dusty, wounded, and still disciplined. The final screaming volley descends and smashes into the shield roof and shield wall. Wood thuds, leather strains, arrow shafts rattle, splinters fall into the cramped interior, and the men grunt under the weight. End on the Roman shell still locked together under the storm. overall_soundscape: Use a tense, oppressive battlefield soundscape: hot wind across open plain, faint distant hooves, brief Parthian cries, repeated descending arrow whistles, heavy wood-and-leather impacts, shield creaks, splinter cracks, shafts rattling after impact, close fearful breathing beneath the shield roof, short pain grunts from wounded legionaries, and the centurion’s huge low Latin commands echoing from inside the formation. non_diegetic_music: Use urgent epic historical tension: low war drums, dark pulsing percussion, strained strings, ominous horn swells, and a restrained male-choir texture under the battle sound. The score should build pressure and endurance, not triumph.
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