Clarify H3 long videos guide behavior

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2026-08-28 12:27:12 +00:00
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@@ -150,6 +150,17 @@ This controls how the prompt box is split into beats.
- `auto`: blank lines first, then multi-line paragraphs can still split line by line - `auto`: blank lines first, then multi-line paragraphs can still split line by line
- `each line`: every content line becomes a beat - `each line`: every content line becomes a beat
What this really means:
- A beat is one shot.
- If the node accidentally reads two actions as one beat, it tries to do both in one shot.
- If it accidentally reads one action as two beats, it creates an extra cut.
So this setting is really about:
- how many shots the node will make
- where the cuts happen
### `character_memory` ### `character_memory`
Persistent wardrobe and style memory for tracked characters. Persistent wardrobe and style memory for tracked characters.
@@ -159,6 +170,13 @@ Good for:
- clothing that should stay stable - clothing that should stay stable
- clothing changes you want to control clearly - clothing changes you want to control clearly
What this really means:
- The anchor is the permanent identity and scene language.
- `character_memory` is the persistent clothing and worn-item memory.
- If you put clothing in the anchor prose, the node keeps restating it forever.
- If you put clothing in `character_memory`, the node can change or remove it later.
### `auto_wardrobe` ### `auto_wardrobe`
Lets the node detect clothing removals directly from beat prose. Lets the node detect clothing removals directly from beat prose.
@@ -325,18 +343,44 @@ If you need around 20 seconds of action, you usually need:
These settings control how one beat connects to the next. These settings control how one beat connects to the next.
What continuity means here:
- Beat 1 renders a shot.
- The node can take the end of that shot and feed it into beat 2 in different ways.
- That carry-over is what makes a chain feel like one continuous take instead of a series of disconnected clips.
There are two main kinds of carry-over:
- a real keyframe anchor
- a softer "use this as a reference image too" carry
The real keyframe is stronger for continuity.
The reference-image carry is weaker, but can coexist more safely with some ref setups.
### `first_frame` ### `first_frame`
Optional opening keyframe for shot 1. Optional opening keyframe for shot 1.
If empty, the first shot begins from text/reference conditioning alone. If empty, the first shot begins from text/reference conditioning alone.
What this really means:
- This is only for the start of the chain.
- It does not control later shot transitions unless beat 1 hands its final frame forward.
- If you want the opening shot to start from a specific composition or pose, use this.
### `trim_seam` ### `trim_seam`
Drops the first frame of each later shot. Drops the first frame of each later shot.
Use this to avoid showing the same handoff moment twice. Use this to avoid showing the same handoff moment twice.
What this really means:
- The next shot often begins by reproducing the frame it was handed.
- If you keep that frame, you see the same instant twice.
- Trimming the seam hides that duplicate frame and makes motion feel smoother.
### `handoff_offset` ### `handoff_offset`
Hands an earlier frame to the next shot instead of the literal last frame. Hands an earlier frame to the next shot instead of the literal last frame.
@@ -346,6 +390,13 @@ Useful when:
- a shot ends with an open mouth - a shot ends with an open mouth
- the next shot starts with awkward lip motion - the next shot starts with awkward lip motion
What this really means:
- The literal final frame of a shot can be a bad frame to continue from.
- Example: a character is mid-word, mouth wide open.
- If the next shot starts from that exact frame, the new shot can begin with ugly mouth motion.
- Offsetting by a few frames lets the node hand forward a cleaner pose.
### `vary_seed_per_shot` ### `vary_seed_per_shot`
Changes the seed between beats. Changes the seed between beats.
@@ -354,6 +405,15 @@ Usually leave this off for a continuous take.
Turning it on makes cuts feel more separate because micro-detail resets between beats. Turning it on makes cuts feel more separate because micro-detail resets between beats.
What this really means:
- The overall person and scene can still be "the same" in a broad sense.
- But tiny details like skin texture, cloth texture, grain, and little surface quirks will refresh at each beat.
- So this is often the difference between:
a true continuous-feeling chain
and
a sequence of visually related separate shots
### Beat-Level `continuity:` ### Beat-Level `continuity:`
You can override continuity for one beat inside the beat text. You can override continuity for one beat inside the beat text.
@@ -367,6 +427,103 @@ continuity: handoff ref
continuity: soft carry continuity: soft carry
``` ```
What each option really does:
### `continuity: hard cut`
The next beat starts fresh.
In practice:
- do not carry the previous shot forward as a keyframe
- do not treat the previous shot as a continuation anchor
- let the new beat begin like a new setup
Use it when:
- you want a deliberate cut
- the previous shot ended in a bad transition state
- wardrobe/state changed and you do not want the old frame dragging that state into the next shot
### `continuity: keyframe carry`
The next beat starts from the previous frame as a real anchor.
In practice:
- the node tells the new shot to start from that exact handed-forward frame
- this is the strongest continuity mode
Use it when:
- you want the new beat to feel like the same take continued
- you care more about continuity than about allowing the new beat to re-compose itself freely
Risk:
- if the carried frame is bad, awkward, or mid-transition, the next shot inherits that problem
### `continuity: handoff ref`
The previous frame is carried as an extra reference image instead of as the strict starting keyframe.
In practice:
- the new shot is shown the previous frame as guidance
- but it is not forced to literally begin from it
Use it when:
- you still want some continuity
- but a real keyframe carry is too rigid
- or the shot is already heavily reference-conditioned and you want a softer transition
Trade-off:
- smoother than a hard cut
- weaker than a true keyframe carry
### `continuity: soft carry`
Carry the previous shot only if the new shot is not already using references.
In practice:
- if the beat has no ref images, the handoff can carry forward
- if the beat is already ref-conditioned, the shot is allowed to begin more independently
Use it when:
- you want a sensible default
- you want continuity where it fits
- but you do not want every ref-conditioned beat forced too hard to the last frame
### When To Use Which One
Use this mental model:
- `hard cut` = new shot, start fresh
- `keyframe carry` = continue the same take
- `handoff ref` = remind the new shot where it came from
- `soft carry` = continue when convenient, back off when refs already dominate
### How continuity settings work together
The final transition is shaped by all of these together:
- `first_frame`
- `trim_seam`
- `handoff_offset`
- `vary_seed_per_shot`
- beat-level `continuity:`
- whether the shot is also carrying character/location refs
Example:
- `keyframe carry` plus `trim_seam` plus stable seed usually gives the smoothest chain
- `hard cut` plus different seed gives the most separate-looking next shot
- `handoff ref` is the in-between option
## Group 5: References And Identity ## Group 5: References And Identity
These settings decide how reference images are used. These settings decide how reference images are used.
@@ -404,6 +561,88 @@ Modes:
- `every shot`: references on every shot - `every shot`: references on every shot
- `every shot + handoff ref`: references on every shot plus previous frame as an extra soft ref - `every shot + handoff ref`: references on every shot plus previous frame as an extra soft ref
What this really means:
- `ref_mode` decides when H3 actually sees the reference images.
- This is not just about prompt words. It controls whether the images themselves are part of the conditioning for that beat.
### `auto ref2v`
Best general default.
What it does:
- if the prompt uses `<Picture N>` tags, those tags control placement
- if there are no tags anywhere, all connected refs are used on every shot
Why this exists:
- single-character chains often want identity support on every beat
- forcing tags for every shot would be annoying
### `where tagged`
Strict explicit routing.
What it does:
- if tags exist, only the tagged shots get those refs
- if there are no tags at all, it falls back to first-shot behavior
Use it when:
- you want exact manual control
- you do not want every beat pulling every ref
### `first shot`
Use refs only to establish the look at the start.
What it does:
- beat 1 gets the refs
- later beats rely on continuity from the chain itself
Use it when:
- you want the look established once
- then want later shots to flow from the chain rather than keep reasserting the refs
Risk:
- identity can drift later if continuity alone is not strong enough
### `every shot`
Use refs every time.
What it does:
- every beat gets the refs again
Use it when:
- identity drift is the main problem
- you would rather keep the face stable even if the chain feels more cut-based
Risk:
- transitions can feel less like one continuous take
### `every shot + handoff ref`
Use the references every time and also carry the previous shot as another soft reference.
What it does:
- keep identity pressure high
- still remind the next beat what the previous shot looked like
Use it when:
- you want both identity support and some transition support
- but you do not want a hard keyframe carry
### `ref_image_size` ### `ref_image_size`
Controls how large the reference is encoded. Controls how large the reference is encoded.
@@ -411,6 +650,13 @@ Controls how large the reference is encoded.
- `match`: cheaper, usually enough - `match`: cheaper, usually enough
- `max`: stronger identity/location fidelity, slower and heavier - `max`: stronger identity/location fidelity, slower and heavier
What this really means:
- `match` keeps the ref conditioning lighter and cheaper
- `max` gives the model a larger, richer reference encoding
If faces are drifting and the card can handle it, `max` is one of the first things to try.
### `ref_noise_aug` ### `ref_noise_aug`
Controls how literally the model follows the reference image. Controls how literally the model follows the reference image.
@@ -427,6 +673,13 @@ Lower:
- more approximate - more approximate
- more likely to drift - more likely to drift
What this really means:
- high values say "follow this reference closely"
- lower values say "take this more as guidance"
So this is one of the main identity-strength knobs.
### Beat-Level `ref_mode:` And `ref_noise_aug:` ### Beat-Level `ref_mode:` And `ref_noise_aug:`
You can override these inside a beat. You can override these inside a beat.
@@ -453,6 +706,13 @@ Simple usage patterns:
- one location plus named characters: use character names in the beat and tag the location when needed - one location plus named characters: use character names in the beat and tag the location when needed
- exact slot control: use explicit `<Picture N>` tags - exact slot control: use explicit `<Picture N>` tags
What to remember:
- tags control explicit slot placement
- names can pull matching character refs into the real image-conditioning list
- location refs are often tagged because they are about where the shot happens
- character refs are often named because they are about who is in the shot
## Group 6: Audio And Sound ## Group 6: Audio And Sound
These settings shape the soundtrack behavior. These settings shape the soundtrack behavior.
@@ -486,10 +746,22 @@ Modes:
Adds prompt-side silence control to beats with no quoted dialogue. Adds prompt-side silence control to beats with no quoted dialogue.
What this really means:
- the node tells H3 "nobody is speaking here"
- this helps stop random mouth motion and random voice babble
- but it is still only prompt guidance, not a hard guarantee
### `allow_nonspeech_vocals` ### `allow_nonspeech_vocals`
Allows screams, gasps, sobs, and similar non-dialogue sounds in otherwise non-speaking beats. Allows screams, gasps, sobs, and similar non-dialogue sounds in otherwise non-speaking beats.
What this really means:
- you still do not want speech
- but you do want human vocal sounds
- this is the "let them cry, gasp, scream, groan" option
### `mute_nonspeech_audio` ### `mute_nonspeech_audio`
Hard mutes the audio for non-dialogue beats. Hard mutes the audio for non-dialogue beats.
@@ -500,6 +772,12 @@ Trade-off:
- you also lose the generated ambience for those beats - you also lose the generated ambience for those beats
What this really means:
- if the beat has no dialogue, the node can zero that beat's audio
- this is the most reliable way to stop H3 inventing speech
- but it also deletes any nice incidental ambience H3 might have generated for that beat
### `mute_fade_ms` ### `mute_fade_ms`
Smooths the edges of audible shots next to muted ones. Smooths the edges of audible shots next to muted ones.
@@ -511,6 +789,11 @@ There are two layers:
- prompt-level guidance - prompt-level guidance
- hard muting - hard muting
That means:
- `auto_silence_nonspeech` is the polite request
- `mute_nonspeech_audio` is the hard enforcement
If you want the safest anti-babble setup: If you want the safest anti-babble setup:
- leave `auto_silence_nonspeech` on - leave `auto_silence_nonspeech` on
@@ -552,6 +835,12 @@ This is the optional second pass.
Enables the refinement pass. Enables the refinement pass.
What this really means:
- the node renders the beat once
- then runs a second sampler pass over that result
- the goal is to polish, not to invent a whole different shot
### `detail_sampler_name` ### `detail_sampler_name`
Sampler for the refinement pass. Sampler for the refinement pass.
@@ -564,10 +853,21 @@ Scheduler for the refinement pass.
Extra steps for the refinement pass. Extra steps for the refinement pass.
What this really means:
- more steps gives the second pass more opportunity to change the image
- that can help detail
- but after a point it stops being "cleanup" and starts becoming "rewrite"
### `detail_denoise` ### `detail_denoise`
How strongly the refinement pass is allowed to rewrite the beat. How strongly the refinement pass is allowed to rewrite the beat.
What this really means:
- low denoise = polish what is already there
- high denoise = let the second pass substantially alter what is already there
### How The Detail-Pass Settings Work Together ### How The Detail-Pass Settings Work Together
The detail pass starts from the first-pass result and tries to polish it. The detail pass starts from the first-pass result and tries to polish it.
@@ -588,6 +888,13 @@ Aggressive settings can improve texture, but they can also:
- pull away from references - pull away from references
- break continuity - break continuity
That is why this group should be read as one combined strength control:
- `detail_pass` decides whether the second pass exists
- `detail_steps` decides how long it keeps working
- `detail_denoise` decides how free it is to change things
- `detail_sampler_name` and `detail_scheduler` shape how that rewrite behaves
Good starting point: Good starting point:
- `detail_pass = on` - `detail_pass = on`