Creative Exploration - Ultra-fast 4 step SDXL animation | SDXL-Lightning & HotShot in ComfyUI

Purz
25 Feb 202477:21

TLDRIn this ComfyUI creative exploration, the host demonstrates an ultra-fast 4-step animation process using SDXL Lightning and HotShot in ComfyUI. They credit a recent workflow called 'vidtovid sdxl for stops lightning Laura' by Kilner, kintner, available on the banad Doo server, which is highly recommended for those interested in such creative tools. The host walks viewers through the process of creating animations by starting with empty images, using depth maps, and experimenting with different input footages. They also discuss the potential of using empty latent spaces for more robust or interesting dreams. Throughout the session, the host provides tips on using various models, nodes, and settings to achieve desired animation effects. They touch upon the limitations and potential commercial use of the lightning models and encourage viewers to join their Discord community for more resources and support. The summary also highlights the trade-offs between speed and control in animation, suggesting that for more detailed work, one might prefer animate LCM and SD 1.5 over the faster HotShot model.

Takeaways

  • 🎬 The video is a tutorial on creating fast animations using SDXL-Lightning and HotShot in ComfyUI.
  • 🚀 The process involves using a four-step workflow that significantly speeds up the animation creation compared to traditional methods.
  • 🌟 The quality and consistency of the animations are noted to be surprisingly good, even when using input footage and depth maps.
  • 📚 The tutorial credits a workflow posted on Banad Doo server called 'vidto vid sdxl for stops lightning Laura' by Kilner.
  • 🔍 The use of Dina din Vision XL all-in-one checkpoint is highlighted for its effectiveness in the process.
  • 🛠️ The video demonstrates how to add IP adapters to the node structure for better control over the animation.
  • 🚫 The presenter mentions that the Lightning models may not be suitable for commercial use due to licensing restrictions.
  • 💡 Experimentation with different input footage, such as non-human subjects, is shown to produce interesting and sometimes unexpected results.
  • 📉 The video discusses the limitations when using Apple's M1 Max chip due to the lack of support for certain AI and machine learning tasks.
  • 🔧 Tips for upscaling animations are provided, including the importance of introducing noise to maintain detail in the upscaled image.
  • 🌐 The presenter suggests using online cloud solutions for those with limited hardware capabilities and provides resources for further learning and community engagement.

Q & A

  • What is the main topic of the video?

    -The main topic of the video is a creative exploration of ultra-fast 4-step SDXL animation using SDXL-Lightning and HotShot in ComfyUI.

  • What is the significance of the workflow posted on the banad, doo server?

    -The workflow posted on the banad, doo server, called vidto vid sdxl for stops lightning Laura by Kilner, is significant because it provides a fast and efficient method for creating animations with HotShot.

  • What are the key components required for this animation process?

    -The key components required for this animation process include ComfyUI, Dina din Vision XL, the four-step Lightning Laura, and the Hot Shot animate diff model.

  • Why is the video to video workflow recommended for this process?

    -The video to video workflow is recommended because it works best when input footage is fed into the system and depth maps are used to enforce it, resulting in high-quality and consistent animations.

  • What is the role of the control net in the animation process?

    -The control net plays a crucial role in the animation process by creating a depth map of the input footage, which helps in imposing a composition on the animation and ensuring that the dream adheres to the structure of the input.

  • How does the process differ when using an empty latent image instead of input footage?

    -When using an empty latent image, the system generates animations based on the dream from an empty space, allowing the depth map control net to take over. This can potentially result in a more interesting and robust dream without being tied closely to the input footage.

  • What are the limitations of using the Lightning models for commercial purposes?

    -As far as the presenter knows, Lightning models are not usable for commercial purposes due to their research license, which restricts their use to non-commercial projects only.

  • What is the typical setup for Hot Shot animations?

    -The typical setup for Hot Shot animations involves using the linear Hot Shot sample settings with a beta schedule, noise type set to empty, and looped uniform context for looping animations.

  • How does the presenter plan to improve the quality of the animations?

    -The presenter plans to improve the quality of the animations by adjusting the sample settings, such as the noise weight of the free noise, and by trying different input footage to see how it influences the dream.

  • What are the presenter's thoughts on the future of VRAM requirements for AI gaming?

    -The presenter hopes that VRAM requirements will decrease over time, allowing for more efficient inference and less power consumption. They do not expect 48 GB of VRAM to become the norm for everyday use.

  • What is the presenter's recommendation for those looking to experiment with AI animation?

    -The presenter recommends experimenting with the workflow provided on the banad, doo server, and playing with different settings and input footage to understand the process and create cool animations.

Outlines

00:00

😀 Introduction to Video Animation with Hot Shot

The speaker begins by welcoming viewers to a video on UI creative exploration and discusses the plan to create animations using Hot Shot. They mention the use of SDXL Lightning for fast animations and share their surprise at the quality and consistency of the results. The workflow is explained, emphasizing the use of input footage and depth maps. Credit is given to a workflow posted by Kilner Kintner on the banad Doo server, and viewers are encouraged to join the server for more resources. The need for Dina Vision XL and the four-step Laura model is highlighted, along with a brief mention of potential issues with cfg1 and negative prompts.

05:01

🎬 Setting Up the Animation Process

The paragraph details the process of setting up the animation. It covers loading the Hot Shot animate diff model, applying IP adapters, and using control net with depth mapping for input footage. The use of animate diff with linear Hot Shot sample settings and looped uniform context is explained. The paragraph also touches on the application of the animate diff model and the necessity of using CFG with four steps due to the lightning Laura model. The speaker shares their observations on the model's performance, including issues with shirt textures and background noise.

10:03

🤔 Experimenting with Empty Latent Spaces

The speaker explores the idea of using an empty latent space instead of input footage, allowing the system to 'dream' and generate images. They discuss the potential for this method to reduce artifacting and create more robust dreams. The process involves using a control net with a depth rank and adjusting settings to achieve the desired outcome. The limitations of using an empty latent space are acknowledged, and the results of the experiment are shared.

15:15

🚀 Exploring Non-Human Animations

The speaker expresses curiosity about using the animation process for non-human subjects, such as car races or other fast-moving scenes. They discuss the potential for the system to handle such content and the challenges of using depth maps for non-human objects. The paragraph also covers the use of different models and settings to achieve the desired animation effects, including the use of IP adapters and the impact on VRAM usage.

20:17

🧐 Analyzing the Results and Adjusting Techniques

The speaker analyzes the results of their experiments with Hot Shot animations, noting the speed and quality of the animations. They compare the process to other methods like anime diff and discuss the potential for commercial use, cautioning about the licensing of certain models. The importance of using the right amount of VRAM for inference is highlighted, and the speaker shares their hopes for future advancements in AI animation that require less VRAM.

25:17

🔄 Adding More Control with Control Nets

The paragraph discusses the addition of more control to the animation process by using control nets. The speaker explains the process of using a linear control net and how it works through control net pre-processors. They detail the steps for using the control net loader and the importance of setting up the nodes correctly. The speaker also shares their findings on the effectiveness of control nets in shaping the animation.

30:19

🌊 Creating Styles with Anime Diff

The speaker experiments with creating different styles using anime diff, attempting to generate animations of a 30-year-old man dancing on a dock in front of the ocean. They discuss the use of IP adapters and the challenges of achieving the desired style. The paragraph also covers the process of style diving and the adjustments made to the settings to improve the animation's outcome.

35:20

🤖 Making Elon Musk Dance

The speaker attempts to create an animation of Elon Musk dancing at a dive bar. They discuss the use of different prompts and settings to achieve the desired effect, including the use of the canny preprocessor and control net. The paragraph also covers the challenges of getting the model to understand and apply the desired style, and the speaker shares their observations on the results.

40:25

🔍 Reflecting on Hot Shot Workflow

The speaker reflects on their experience with the Hot Shot workflow, noting its speed but limited control compared to other methods like animate diff. They discuss the trade-offs between speed and the ability to fine-tune animations. The paragraph also covers the use of higher CFG models for more variety and the speaker's plans to explore text-to-video animations without the need for input footage.

45:36

📢 Wrapping Up and Inviting Community Engagement

The speaker wraps up the discussion by inviting viewers to join their community on Discord and Patreon. They share their plans for future streams, including exploring new workflows and techniques for animation. The speaker expresses gratitude for the viewers' time and encourages them to engage with the community for support and collaboration.

Mindmap

Keywords

💡SDXL

SDXL refers to Stable Diffusion XL, a model used in AI-generated content creation, particularly for images and animations. In the context of the video, it is used to create animations quickly with high-quality results, as mentioned in the script: '...animations with hot, shot today uh uh very fast animations in, four steps with sdxl lightning...'

💡HotShot

HotShot is a term used in the video to describe a motion model for creating animations. It is noted for its fast processing time and is used in conjunction with SDXL to generate animations in a shorter number of steps, as highlighted in the script: '...we'll be making animations with hot, shot today...'

💡ComfyUI

ComfyUI is a user interface platform for AI content creation. It is mentioned in the video as the environment in which the animations are being created and explored, as seen in the greeting: 'Hello, friends welcome here we are again comfy, UI creative Exploration...'

💡Animation

Animation is a process that involves creating the illusion of motion through a sequence of images. In the video, the creator is focusing on making animations using AI models like SDXL and HotShot, with an emphasis on speed and quality: '...we'll be making animations with hot, shot today...'

💡Depth Maps

Depth maps are used in the context of the video to add a sense of three-dimensionality to the animations. They are essential for enforcing the structure of the input footage in the animation process, as described: '...this workflow works best when you, feed it um input footage and then use, depth maps to enforce it...'

💡ControlNet

ControlNet is a technique used to impose a certain composition or structure onto an AI-generated piece by using different models trained on various databases of photo information. In the video, it is used to create line art and depth maps to influence the animation, as mentioned: '...we're using, depth anything depth anything will go in, and make a depth map of the input, footage...'

💡CFG

CFG stands for Configuration in the context of the video, and it refers to the settings that determine how closely the AI model adheres to the given prompt. A higher CFG value generally means a closer match to the prompt, but in the case of the fast animation process, a lower CFG value is used for speed, as discussed: '...the only other thing you'll, need is uh I was I've been using this uh, Dina din, Vision yeah D Vision XL all in one um uh, checkpoint works really well for this uh, process and then you'll need the, lightning luras uh we're using the four, step Laura here and that just goes in, your Laura folder so download this, lightning four-step Laura put it in your, Laura's folder and then uh the uh we, will just load it with the uh Laura, loader and you're off to the race...'

💡VAE Decoder

VAE stands for Variational Autoencoder, a type of AI model used for generating new data that is similar to the data it was trained on. In the video, the VAE decoder is part of the process for creating animations starting from an 'empty' or 'latent' image, as described: '...taking the uh the images out of the, vae decoder and starting with empty uh, like empty images like an empty uh, latent and uh just let it dream and see, what happens...'

💡BananaDoo Server

BananaDoo Server is a Discord server mentioned in the video as a resource for the ComfyUI community, where users can find workflows and resources for AI content creation. It is recommended for those interested in following along with the video's tutorial: '...there was a workflow posted, very recently called vidto vid sdxl for, stops lightning Laura by Kilner, kintner uh very cool workflow um if you, guys aren't on banana Doo highly, recommend you go get on that server...'

💡Animate Diff

Animate Diff is a model used for creating animations with a longer context window compared to HotShot. It is part of the discussion when comparing different methods of animation within the video: '...but it really only works, with sd15 hot shot works with, sdxl...'

💡Upscaling

Upscaling in the context of the video refers to the process of increasing the resolution of the generated animations. The creator discusses the settings and techniques used to upscale animations without losing important details or introducing unwanted noise: '...if you want to try, the upscaling I highly recommend these, are the settings uh I would use for the, upscale...'

Highlights

Live demonstration of creating animations using HotShot in ComfyUI with a new workflow.

Introduction of a four-step process for generating animations with SDXL Lightning.

The use of depth maps to enhance the animation quality in the workflow.

Exploration of generating animations from empty latent spaces for creative dreaming.

Credit given to a workflow posted on the banad Doo server called 'vidto vid sdxl for stops lightning Laura'.

Recommendation to join the banad Doo server for accessing resources and workflows.

Instructions on how to install and use the Dina D Vision XL all-in-one checkpoint for the process.

Details on using the Lightning Luras four-step Laura for animation.

Observations on the limitations of using CFG1 with negative prompts in the model.

Demonstration of loading 16 frames of a video and skipping certain frames for animation.

Use of control net with depth maps to create a dream on top of the input footage.

Discussion on the differences between HotShot, Animate Diff, and SVD models.

Challenges faced when trying to generate non-human animations, such as a car race or a hovercraft.

Mention of the potential commercial use restrictions of the Lightning models.

Testing of different input footage and the impact on the animation output.

Experimentation with various settings to improve the quality and detail of the animations.

Discussion on the future of VRAM requirements and the hope for more efficient inference processes.

Final thoughts on the trade-offs between speed and control in the HotShot animation process.