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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,240 --> 00:00:02,800 Hello there. So, recently I've been 2 00:00:02,800 --> 00:00:05,600 playing around with the W video 3 00:00:05,600 --> 00:00:08,000 generation model here. 4 00:00:08,000 --> 00:00:10,000 Uh, trying a few things out uh 5 00:00:10,000 --> 00:00:12,400 particularly with face tracking in the 6 00:00:12,400 --> 00:00:15,200 last week or so. 7 00:00:15,200 --> 00:00:18,160 I made a video a few days ago. I got 8 00:00:18,160 --> 00:00:21,520 some uh pretty good results. I think I 9 00:00:21,520 --> 00:00:23,840 got a lot of questions in the comments 10 00:00:23,840 --> 00:00:26,400 section about how to do this, where to 11 00:00:26,400 --> 00:00:28,560 find the workflow, that sort of thing. 12 00:00:28,560 --> 00:00:29,920 So, I thought I would do a bit of a 13 00:00:29,920 --> 00:00:32,160 video tutorial here to go over some of 14 00:00:32,160 --> 00:00:35,440 that. Okay. So, here is one version of 15 00:00:35,440 --> 00:00:38,399 the workflow that I'm using. 16 00:00:38,399 --> 00:00:41,520 So, here's the output 17 00:00:41,520 --> 00:00:46,000 that we're going to be uh building here. 18 00:00:46,000 --> 00:00:48,079 And that's being driven by this video 19 00:00:48,079 --> 00:00:51,440 here. Let me just turn this audio off. 20 00:00:51,440 --> 00:00:55,840 Just uh moving my head around a bit. 21 00:00:55,840 --> 00:00:59,199 Looking really goofy. 22 00:00:59,199 --> 00:01:01,359 It tracks very well. Um, the eyes and 23 00:01:01,359 --> 00:01:03,520 the eyebrows, they don't always match 24 00:01:03,520 --> 00:01:06,240 up. I mean, it's coherent in the video 25 00:01:06,240 --> 00:01:08,880 itself. Like, it looks like she's moving 26 00:01:08,880 --> 00:01:10,560 very naturally, but if you compare it 27 00:01:10,560 --> 00:01:12,320 directly with what's going on in the 28 00:01:12,320 --> 00:01:14,240 video here, it it doesn't quite match 29 00:01:14,240 --> 00:01:16,159 up. 30 00:01:16,159 --> 00:01:20,000 So, overall, this uh workflow, 31 00:01:20,000 --> 00:01:22,320 it's just a template workflow from the 32 00:01:22,320 --> 00:01:25,840 the basics here. You got uh essential 33 00:01:25,840 --> 00:01:28,000 stuff here. 34 00:01:28,000 --> 00:01:30,799 Image, video. 35 00:01:30,799 --> 00:01:34,840 This is the one I'm using here. 36 00:01:36,320 --> 00:01:38,720 This is a 37 00:01:38,720 --> 00:01:42,560 image to video workflow 38 00:01:42,560 --> 00:01:46,000 that uses a control video. 39 00:01:46,000 --> 00:01:48,159 So you would load in a reference image 40 00:01:48,159 --> 00:01:49,759 here 41 00:01:49,759 --> 00:01:52,799 and a control video that has the motion 42 00:01:52,799 --> 00:01:56,399 that you want here. 43 00:01:56,399 --> 00:01:59,600 And in the workflow as it is right now 44 00:01:59,600 --> 00:02:03,840 it's passing the image through here. 45 00:02:03,840 --> 00:02:06,479 But that's not what we want to do. Now 46 00:02:06,479 --> 00:02:09,119 by default it's got this canny edge 47 00:02:09,119 --> 00:02:12,560 detector uh control net. 48 00:02:12,560 --> 00:02:13,920 This is not what I'm using in my 49 00:02:13,920 --> 00:02:16,560 workflow. 50 00:02:18,080 --> 00:02:22,599 using a pose estimator instead. 51 00:02:25,440 --> 00:02:27,680 So, what I'll do is I'll recreate what's 52 00:02:27,680 --> 00:02:29,840 going on here 53 00:02:29,840 --> 00:02:33,120 in the demo over here so you can make 54 00:02:33,120 --> 00:02:35,760 some sense of this. 55 00:02:35,760 --> 00:02:38,560 Okay. So, here's the reference image, 56 00:02:38,560 --> 00:02:42,200 a control video. 57 00:02:43,840 --> 00:02:46,319 So, right now it's going through this uh 58 00:02:46,319 --> 00:02:48,720 Cany edge detector. Let me just make 59 00:02:48,720 --> 00:02:50,400 sure some of these settings are okay. 60 00:02:50,400 --> 00:02:53,360 So, it's going to produce a video that's 61 00:02:53,360 --> 00:02:55,680 81 frames long, 62 00:02:55,680 --> 00:02:57,760 720 x 720. We don't want that. Let's 63 00:02:57,760 --> 00:03:00,480 make it uh 480 by 720. So, it's going to 64 00:03:00,480 --> 00:03:02,560 go a bit quicker. 65 00:03:02,560 --> 00:03:04,640 16 frames per second. Let's put that up 66 00:03:04,640 --> 00:03:08,440 to 30. 67 00:03:11,280 --> 00:03:13,440 So, we should see the detection on here. 68 00:03:13,440 --> 00:03:14,800 Now, this is not what we want to use, 69 00:03:14,800 --> 00:03:16,480 but it's still interesting to see what 70 00:03:16,480 --> 00:03:18,319 will happen. 71 00:03:18,319 --> 00:03:21,599 So, let's run this. 72 00:03:21,599 --> 00:03:24,319 Oh, yeah. And while that's run, 73 00:03:24,319 --> 00:03:29,440 okay, maybe I won't run that. 74 00:03:29,440 --> 00:03:33,480 Let's try 41. 75 00:03:37,040 --> 00:03:40,519 Too much memory. 76 00:03:45,599 --> 00:03:49,720 It's doing the poses as well. 77 00:03:49,760 --> 00:03:52,560 So, we can just expand this out. What 78 00:03:52,560 --> 00:03:54,959 it's doing here is it's uh drawing some 79 00:03:54,959 --> 00:03:59,519 edges around the frames of the video. 80 00:03:59,519 --> 00:04:04,920 Got these edge detection frames 81 00:04:05,439 --> 00:04:09,720 that's going to process this over here. 82 00:04:10,000 --> 00:04:14,040 Let's get this out of the way. 83 00:04:16,799 --> 00:04:18,560 So, we're just doing 41 frames right 84 00:04:18,560 --> 00:04:19,919 now. So, this is going to be like a 85 00:04:19,919 --> 00:04:23,479 second and a half. 86 00:04:32,080 --> 00:04:35,960 All right. So, there she is. 87 00:04:39,040 --> 00:04:41,520 It's looking pretty good. That should 88 00:04:41,520 --> 00:04:43,840 match about the first second of what's 89 00:04:43,840 --> 00:04:47,160 going on here. 90 00:04:50,400 --> 00:04:52,639 Now, because it's using uh edge 91 00:04:52,639 --> 00:04:54,880 detection, 92 00:04:54,880 --> 00:04:56,400 it's 93 00:04:56,400 --> 00:04:58,400 not really ideal. This is not really the 94 00:04:58,400 --> 00:05:00,880 ideal way to do 95 00:05:00,880 --> 00:05:02,560 um 96 00:05:02,560 --> 00:05:05,840 sort of a face animation. 97 00:05:05,840 --> 00:05:07,360 I mean it can be helpful. It can be 98 00:05:07,360 --> 00:05:11,280 useful. You can do it this way. 99 00:05:11,280 --> 00:05:13,919 But this one over here is definitely the 100 00:05:13,919 --> 00:05:15,680 better result. This is the pose 101 00:05:15,680 --> 00:05:17,840 detector. 102 00:05:17,840 --> 00:05:19,520 So it's going to give you this kind of 103 00:05:19,520 --> 00:05:22,520 thing. 104 00:05:26,960 --> 00:05:29,039 It's going to estimate the pose for each 105 00:05:29,039 --> 00:05:32,560 frame in the video. 106 00:05:32,560 --> 00:05:37,880 I want to feed that over here. 107 00:05:38,639 --> 00:05:41,759 Now, when we run this again, this should 108 00:05:41,759 --> 00:05:43,520 match up a lot better with what's going 109 00:05:43,520 --> 00:05:46,919 on over here. 110 00:05:53,520 --> 00:05:55,759 Well, 111 00:05:55,759 --> 00:05:58,080 it will be better, but really it's just 112 00:05:58,080 --> 00:05:59,919 a different way of doing kind of the 113 00:05:59,919 --> 00:06:02,560 same thing. 114 00:06:08,240 --> 00:06:10,880 Really the best approach would be to be 115 00:06:10,880 --> 00:06:12,800 layering these and and using both of 116 00:06:12,800 --> 00:06:15,600 them at the same time. To be honest, I'm 117 00:06:15,600 --> 00:06:17,520 not sure how to do that yet. I know in 118 00:06:17,520 --> 00:06:20,880 normal image generation when I'm using 119 00:06:20,880 --> 00:06:22,960 stable diffusion XL or something like 120 00:06:22,960 --> 00:06:25,600 that, I'll usually stack a few of these 121 00:06:25,600 --> 00:06:30,080 like the the canny edge, the pose, uh a 122 00:06:30,080 --> 00:06:33,039 depth pass, 123 00:06:33,039 --> 00:06:36,160 uh normal map pass, and and I'll get 124 00:06:36,160 --> 00:06:39,280 into that in a minute. 125 00:06:39,280 --> 00:06:42,560 Right. So, this is done now. And I think 126 00:06:42,560 --> 00:06:45,600 yeah, the the head motion is a lot 127 00:06:45,600 --> 00:06:47,199 better. It's a lot closer to what's 128 00:06:47,199 --> 00:06:50,759 going on over here. 129 00:06:54,400 --> 00:06:55,840 But there are other ways of doing it 130 00:06:55,840 --> 00:06:59,919 too. So there's also uh you could use 131 00:06:59,919 --> 00:07:02,919 depth, 132 00:07:03,360 --> 00:07:06,560 a normal map, 133 00:07:06,560 --> 00:07:09,280 and there are other ones as well. They 134 00:07:09,280 --> 00:07:12,240 all have slightly different outcomes and 135 00:07:12,240 --> 00:07:13,520 you would use them for different 136 00:07:13,520 --> 00:07:15,520 situations. 137 00:07:15,520 --> 00:07:17,680 So, let's go through some of them right 138 00:07:17,680 --> 00:07:22,120 now and see what they look like. 139 00:07:22,960 --> 00:07:25,520 So, I happen to know that this one here 140 00:07:25,520 --> 00:07:27,199 will give pretty good results, but 141 00:07:27,199 --> 00:07:29,680 they're also kind of strange results. 142 00:07:29,680 --> 00:07:33,560 So, let's have a look at that. 143 00:07:35,360 --> 00:07:38,800 So, this is going to extract 144 00:07:38,800 --> 00:07:42,560 uh sort of 3D information from the scene 145 00:07:42,560 --> 00:07:45,280 that has to do with uh sort of the 146 00:07:45,280 --> 00:07:47,919 incident angle. 147 00:07:47,919 --> 00:07:49,840 You if you uh know what a normal map is, 148 00:07:49,840 --> 00:07:51,199 you'll you'll know what I'm talking 149 00:07:51,199 --> 00:07:54,080 about. My expectation is that it's 150 00:07:54,080 --> 00:07:57,039 probably going to result in her face 151 00:07:57,039 --> 00:07:59,680 being a bit distorted, 152 00:07:59,680 --> 00:08:03,759 maybe more closely resembling my face. 153 00:08:03,759 --> 00:08:07,759 But it probably will transfer my uh 154 00:08:07,759 --> 00:08:10,560 eyebrows and my eyes a bit better. So 155 00:08:10,560 --> 00:08:16,319 maybe some of those micro expressions. 156 00:08:16,319 --> 00:08:18,400 We'll find out. Well, I got this one 157 00:08:18,400 --> 00:08:19,759 processing, too. So, we can have a look 158 00:08:19,759 --> 00:08:22,240 at this. This is going to be a depth 159 00:08:22,240 --> 00:08:25,240 map. 160 00:08:25,360 --> 00:08:28,240 So after we finish uh after we finish 161 00:08:28,240 --> 00:08:29,759 trying this one, we can have a look at 162 00:08:29,759 --> 00:08:32,640 this one to see how that looks when we 163 00:08:32,640 --> 00:08:36,440 want to use it over here. 164 00:08:39,519 --> 00:08:43,719 So it's a it's a depth map. 165 00:08:47,519 --> 00:08:49,360 I got to say I'm a bit uh pleasantly 166 00:08:49,360 --> 00:08:51,279 surprised. 167 00:08:51,279 --> 00:08:53,920 I've done this in the past and it has uh 168 00:08:53,920 --> 00:08:55,680 distorted the face a lot more, but 169 00:08:55,680 --> 00:08:56,880 actually this is working out really 170 00:08:56,880 --> 00:08:59,880 well. 171 00:09:03,120 --> 00:09:06,920 Just have a look over here. 172 00:09:16,800 --> 00:09:20,680 That's doing a pretty good job. 173 00:09:23,519 --> 00:09:25,200 So, we can try out the depth map as 174 00:09:25,200 --> 00:09:27,680 well. 175 00:09:27,680 --> 00:09:31,200 See what that one does. 176 00:09:31,200 --> 00:09:33,760 So, like I was saying, um what I'm used 177 00:09:33,760 --> 00:09:36,000 to doing with image generation is you 178 00:09:36,000 --> 00:09:39,200 have all of these different uh filters 179 00:09:39,200 --> 00:09:41,839 and you can control the strength that 180 00:09:41,839 --> 00:09:43,360 they're going to apply to the image 181 00:09:43,360 --> 00:09:45,600 generation. 182 00:09:45,600 --> 00:09:46,959 So, you don't have to choose between 183 00:09:46,959 --> 00:09:48,640 which one you want to use. you have like 184 00:09:48,640 --> 00:09:50,320 a a little bit of this, a little bit of 185 00:09:50,320 --> 00:09:52,640 that, a lot of this, a little bit of 186 00:09:52,640 --> 00:09:55,600 that, or or whatever the proportions 187 00:09:55,600 --> 00:09:56,959 happen to be, and you can sort of 188 00:09:56,959 --> 00:10:01,839 fine-tune how much you want to process. 189 00:10:01,839 --> 00:10:03,440 But right now, I haven't figured out how 190 00:10:03,440 --> 00:10:07,320 to do that with video. 191 00:10:10,000 --> 00:10:12,880 All right, so using the depth map, 192 00:10:12,880 --> 00:10:15,519 um, it's b she's basically not following 193 00:10:15,519 --> 00:10:18,880 my head movements at all. 194 00:10:18,880 --> 00:10:20,800 And probably most of the motion that's 195 00:10:20,800 --> 00:10:23,680 being generated here is just all on on 196 00:10:23,680 --> 00:10:25,360 the part of the model making up some 197 00:10:25,360 --> 00:10:27,760 some stuff. 198 00:10:27,760 --> 00:10:32,000 So it it's going to adhere the motion to 199 00:10:32,000 --> 00:10:34,800 sort of be within the figure ground 200 00:10:34,800 --> 00:10:37,920 relationship of the depth map. But 201 00:10:37,920 --> 00:10:39,279 that's probably the only thing that's 202 00:10:39,279 --> 00:10:41,360 really going to be happening with this 203 00:10:41,360 --> 00:10:44,160 if I had to guess. 204 00:10:44,160 --> 00:10:48,160 So this seems to be the way to go. 205 00:10:49,360 --> 00:10:55,399 That is the uh DW pose estimator. 206 00:10:55,760 --> 00:10:58,800 Yeah, much better. 207 00:10:58,800 --> 00:11:00,560 So, that's essentially the workflow I'm 208 00:11:00,560 --> 00:11:03,519 using here. 209 00:11:03,519 --> 00:11:07,519 Um, additionally, um, 210 00:11:07,519 --> 00:11:08,959 for those interested, I thought I might 211 00:11:08,959 --> 00:11:11,440 talk a bit about how, uh, I created this 212 00:11:11,440 --> 00:11:13,040 image. 213 00:11:13,040 --> 00:11:16,160 Now, this is a very elementary 214 00:11:16,160 --> 00:11:19,120 workflow for doing image generation with 215 00:11:19,120 --> 00:11:24,240 stable diffusion XL using the juggernaut 216 00:11:24,240 --> 00:11:28,079 XL checkpoint which is excellent 217 00:11:28,079 --> 00:11:32,240 and over here I have uh Laura 218 00:11:32,240 --> 00:11:34,399 a custom model that I've trained on my 219 00:11:34,399 --> 00:11:37,120 character so that I can always generate 220 00:11:37,120 --> 00:11:41,480 images of the same character 221 00:11:42,880 --> 00:11:45,760 my prompt over here and This this here 222 00:11:45,760 --> 00:11:48,000 is the keyword I'm using that's 223 00:11:48,000 --> 00:11:50,160 triggering this Laura to sort of 224 00:11:50,160 --> 00:11:52,560 activate so it knows to generate my 225 00:11:52,560 --> 00:11:55,760 character specifically. 226 00:11:55,760 --> 00:12:00,200 So this is what we're generating here. 227 00:12:00,560 --> 00:12:04,560 Just some settings in the 228 00:12:04,560 --> 00:12:06,959 sampler. This is sort of rendering I'm 229 00:12:06,959 --> 00:12:09,120 calling it. 230 00:12:09,120 --> 00:12:10,880 Here's our output image. Now I'm going 231 00:12:10,880 --> 00:12:13,279 to do a This isn't really necessary 232 00:12:13,279 --> 00:12:16,079 because the output on its own is 233 00:12:16,079 --> 00:12:18,399 actually really good, but a lot of the 234 00:12:18,399 --> 00:12:20,880 time this may not be the case. You might 235 00:12:20,880 --> 00:12:22,560 get some distortions in the face. It's 236 00:12:22,560 --> 00:12:25,360 fairly typical for this to happen. 237 00:12:25,360 --> 00:12:27,360 So there's a good reason to do a face 238 00:12:27,360 --> 00:12:29,839 detailing pass afterwards. So this is 239 00:12:29,839 --> 00:12:32,000 the the first output and this is the 240 00:12:32,000 --> 00:12:34,000 output with the face detailer. Like here 241 00:12:34,000 --> 00:12:36,000 they look almost identical. So this is 242 00:12:36,000 --> 00:12:39,519 not a great example actually but 243 00:12:39,519 --> 00:12:42,320 this is useful sometimes and over here 244 00:12:42,320 --> 00:12:44,800 I'm just saving it 245 00:12:44,800 --> 00:12:47,040 but let me go through a new generation 246 00:12:47,040 --> 00:12:50,240 here so we can have a look at this I 247 00:12:50,240 --> 00:12:55,240 just move through the seed number 248 00:12:55,839 --> 00:12:59,519 load the checkpoint 249 00:12:59,519 --> 00:13:01,200 it's going to pass through to the 250 00:13:01,200 --> 00:13:03,040 sampler 251 00:13:03,040 --> 00:13:05,839 right so there she 252 00:13:07,920 --> 00:13:09,120 Now we're going to do some face 253 00:13:09,120 --> 00:13:12,120 detailing. 254 00:13:14,480 --> 00:13:16,560 All right. Again, it's almost 255 00:13:16,560 --> 00:13:19,440 indistinguishable. So, probably this is 256 00:13:19,440 --> 00:13:22,399 not necessary right now. The the 257 00:13:22,399 --> 00:13:25,920 checkpoint is very good and the Laura is 258 00:13:25,920 --> 00:13:29,360 pretty well trained. So, this whole step 259 00:13:29,360 --> 00:13:32,320 is probably not necessary. 260 00:13:32,320 --> 00:13:37,079 Let's try giving her a space suit. 261 00:13:38,480 --> 00:13:41,440 So, for training the Laura, I have a 262 00:13:41,440 --> 00:13:44,480 folder of about I don't know 250 images 263 00:13:44,480 --> 00:13:49,519 or so. Uh just character images. 264 00:13:49,519 --> 00:13:55,399 So, to do the training, I used Koya SS. 265 00:13:58,160 --> 00:14:00,720 That's it here. 266 00:14:00,720 --> 00:14:02,480 There's a whole lot of instructions on 267 00:14:02,480 --> 00:14:05,440 how to work with this. 268 00:14:05,440 --> 00:14:08,959 It worked very well. 269 00:14:08,959 --> 00:14:11,680 I think it took about I want to say 270 00:14:11,680 --> 00:14:15,440 about 3 hours to do the training. 271 00:14:15,440 --> 00:14:17,920 Now, typically 272 00:14:17,920 --> 00:14:19,600 training a Laura like this for a 273 00:14:19,600 --> 00:14:21,760 character, I don't know. I guess you 274 00:14:21,760 --> 00:14:24,639 need 30 or 50 images or so or something 275 00:14:24,639 --> 00:14:28,079 like that. So, I I was using about 250, 276 00:14:28,079 --> 00:14:29,839 which is probably overkill. It's way too 277 00:14:29,839 --> 00:14:32,000 many, 278 00:14:32,000 --> 00:14:33,839 but it seems to work pretty well. 279 00:14:33,839 --> 00:14:38,320 Getting uh very good consistent results. 280 00:14:38,320 --> 00:14:40,480 All right, lastly, uh so I've just 281 00:14:40,480 --> 00:14:43,360 generated uh an image here. Let's bring 282 00:14:43,360 --> 00:14:47,839 that back over to the workflow here. 283 00:14:47,839 --> 00:14:51,399 Try that one out. 284 00:14:54,639 --> 00:14:57,959 We'll do 285 00:15:00,079 --> 00:15:03,519 Make this one longer. 286 00:15:03,519 --> 00:15:08,360 So, this could take a minute or two. 287 00:15:08,959 --> 00:15:13,160 It's reprocessing the pose. 288 00:15:14,160 --> 00:15:15,760 It's probably loading the checkpoint 289 00:15:15,760 --> 00:15:18,760 now. 290 00:15:20,480 --> 00:15:21,920 Okay. Okay. So, while this is loading, 291 00:15:21,920 --> 00:15:23,199 because this is going to take a minute 292 00:15:23,199 --> 00:15:26,240 or two, 293 00:15:26,240 --> 00:15:28,079 there are two different versions of this 294 00:15:28,079 --> 00:15:30,480 model. There's a 14 billion parameter 295 00:15:30,480 --> 00:15:34,320 model and a 1.3 billion model. So, this 296 00:15:34,320 --> 00:15:38,160 one takes a lot more processing power. 297 00:15:38,160 --> 00:15:40,160 And then even within that, there are 298 00:15:40,160 --> 00:15:46,040 different versions for 720p and 480p. 299 00:15:46,160 --> 00:15:49,600 This Laura here apparently increases the 300 00:15:49,600 --> 00:15:50,959 speed 301 00:15:50,959 --> 00:15:53,199 by reducing the number of steps and the 302 00:15:53,199 --> 00:15:57,199 CFG required to do the sampling. 303 00:15:57,199 --> 00:16:00,880 I'm not really sure how that works. 304 00:16:00,880 --> 00:16:04,680 I just know that it does. 305 00:16:11,600 --> 00:16:15,639 All right, this is almost done. 306 00:16:26,079 --> 00:16:29,600 So for me here, I'm making an image 307 00:16:29,600 --> 00:16:32,720 that's or video that's 720x 480 uh 308 00:16:32,720 --> 00:16:37,360 vertical and 121 frames. And that's 309 00:16:37,360 --> 00:16:41,279 taking about 2 minutes maybe. 310 00:16:41,279 --> 00:16:42,880 I had to guess maybe a minute and a 311 00:16:42,880 --> 00:16:46,160 half. It's pretty snappy. 312 00:16:46,160 --> 00:16:50,040 30 frames per second. 313 00:16:50,399 --> 00:16:51,920 All right. So, here's the video that's 314 00:16:51,920 --> 00:16:55,399 come out of this. 315 00:16:55,600 --> 00:16:58,800 And that's worked out pretty well. 316 00:16:58,800 --> 00:17:01,040 Now, you can set the resolution quite a 317 00:17:01,040 --> 00:17:03,279 bit higher, as much as I don't know, 318 00:17:03,279 --> 00:17:06,319 about 1280 319 00:17:06,319 --> 00:17:10,000 by 720 with this model. And you can make 320 00:17:10,000 --> 00:17:13,280 it about as long as, I don't know, maybe 321 00:17:13,280 --> 00:17:17,919 210 frames. 209, let's say, 322 00:17:17,919 --> 00:17:21,120 and it will still work, but that's about 323 00:17:21,120 --> 00:17:22,959 the limit of of what I've been able to 324 00:17:22,959 --> 00:17:25,039 do anyways. And it will take a lot 325 00:17:25,039 --> 00:17:26,880 longer to do with those kinds of 326 00:17:26,880 --> 00:17:29,880 settings. 327 00:17:31,600 --> 00:17:33,520 Well, that's all for this video. I hope 328 00:17:33,520 --> 00:17:37,039 that was interesting, uh, helpful. 329 00:17:37,039 --> 00:17:41,240 Uh, let me know in the comments. 330 00:17:49,400 --> 00:17:53,479 [Music]21796

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