AI Creator | Talks about AI Tools | DM for Promotion I CPP @Higgsfield - @Flovaai [email protected]
DM for Promo π§
Joined November 2025
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I kept wondering why my credits vanished so fast. Then I changed one thing:
You won't believe this: 480p to 4K for just $1.
Reroll at 480p, then upscale only the keeper to 4K.
Creative Upscale, only on Dreamina.
Here's exactly how π
#Dreamina #DreaminaPartner.
π€ Paid partnership
Shara retweeted
I kept wondering why my credits vanished so fast. Then I changed one thing:
You won't believe this: 480p to 4K for just $1.
Reroll at 480p, then upscale only the keeper to 4K.
Creative Upscale, only on Dreamina.
Here's exactly how π
#Dreamina #DreaminaPartner.
π€ Paid partnership
Count your own rerolls. Mine averages five.
On a 10-second clip that's:
- $9 if all five are 720p
- $5 if all five are 480p plus one 4K upscale ($4 + $1)
Fewer dollars, higher resolution. #AIvideo
No whitelist needed either. I assumed 4K was locked behind a top-tier plan β it isn't. One tap after you pick your keeper.
Try it now π#VideoEditinghttps
dreamina.capcut.com/ai-tool/β¦
Object cropping mid-edit used to mean masking frame by frame or paying someone who's good at rotoscoping.
Having an agent do that while you're focused on the actual cut is the kind of grunt work removal that actually changes your workflow, not just your output. @invideoOfficial
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160M tokens a month across 20 providers under one key is the part that actually matters here,
That's a real shipping budget, not a taste-test.
Being able to prototype across 400 models without pulling out a card changes how early you can start testing ideas. @lovieco
π€ Paid partnership
Today, Lovie is giving away ~160m tokens/month from top ai labs for 0. Renewed every month.
20 providers. ~400 models. 1 key. These tokens are enough to ship your v1 without ever touching a credit card.
Head to lovie.co/freetools/freetoken⦠to claim yours.
The future of AI creation is getting a lot more accessible.
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Made this entire video with @wavespeed_ai
Honestly the experience was next level,
The quality genuinely surprised me.
Prompt Below:
Create a hyperrealistic cinematic video, 15 seconds long, vertical 9:16 aspect ratio, styled as a handheld smartphone POV recording taken from inside a massive immersive dome/curved-screen cinema auditorium, capturing a giant hyperrealistic CGI short film playing on the dome screen in front of an audience.
SETTING: A large domed cinema auditorium with a huge curved, quilted-texture projection screen wrapping overhead and forward, rows of red velvet cinema seats descending in tiered steps with small amber aisle lights, and silhouetted heads and shoulders of many audience members visible in the lower foreground against the glow of the screen. The recording has a slight handheld shake and phone-camera characteristics throughout: natural exposure shifts as the screen brightness changes, mild motion blur during quick movements, and a visible foreground silhouette of the person filming.
SCREEN CONTENT (the CGI film being displayed): A colossal white Eastern-dragon-style creature with a serpentine, scaled body, tall branching deer-like antlers, a flowing white furred mane, long whisker-like barbels curling from its snout, and glowing pale-blue eyes. It emerges majestically from swirling dark storm clouds and a churning night ocean beneath a starry sky, its massive body and wing-like fins stretching across the full width of the dome screen.
CHRONOLOGICAL SEQUENCE (0:00-0:15, render every beat in this order without skipping or shortening any part):
0:00-0:03 β Opens on the dome screen showing dark, turbulent storm clouds swirling over a churning night ocean with faint starlight; the audience's silhouetted heads and the glowing aisle lights are visible in the lower foreground as the camera holds mostly still with a slight handheld sway.
0:03-0:07.5 β On the screen, the massive white antlered dragon slowly and majestically rises out of the storm clouds and mist, its glowing blue eyes and flowing white mane becoming visible first, then its full head and upper body filling the dome as it emerges.
0:07.5-0:10.5 β The camera whip-pans away from the screen in a sudden burst of fast handheld motion blur, briefly showing the quilted texture of the dome screen surface up close and an audience member's arm reaching up toward it, then swings past glimpses of other seated audience members and dim aisle lighting.
0:10.5-0:12.5 β The camera swings back up to the dome screen, now framing the dragon's full body stretching across the curved display against a starry night sky, with a smartphone held up by an audience member visible in the foreground filming the screen, and rows of silhouetted heads below.
0:12.5-0:15 (ending) β A close-up push-in on the dragon's head as it opens its massive jaws lined with rows of sharp teeth and releases a roaring blast of bright orange-white fire breath that fills the screen, the warm glow washing over the theater and lighting up the audience's silhouettes in the foreground; the sequence ends on this fire-breath climax shot, still mid-roar, with the glow reflecting off the dome screen and ceiling.
CAMERA WORK: Full handheld smartphone POV throughout, held by an audience member β mostly steady upward-angled framing toward the dome screen during the dragon reveal and fire-breath beats, interrupted once by a fast, shaky whip-pan cutaway around the 8-10 second mark before swinging back to the screen. Natural handheld micro-shake, occasional motion blur during fast movements, and realistic exposure/white-balance shifts as the screen's brightness and color temperature change.
LIGHTING AND COLOR: Predominantly cool blue-grey moonlit/stormy tones from the ocean and cloud footage and the dragon's pale coloring and glowing blue eyes, shifting to warm orange-amber tones during the fire-breath climax that washes light across the theater. The dome screen is the primary light source illuminating the audience silhouettes, with small amber aisle lights and scattered phone-screen glows visible in the crowd.
STYLE AND QUALITY: Photoreal hyperrealistic CGI rendering for the on-screen dragon content (detailed scales, fur, and fire textures, realistic creature anatomy and movement, physically-based lighting and volumetric cloud/fire simulation) combined with authentic handheld smartphone-camera characteristics for the recording itself (slight grain, natural motion blur, realistic low-light noise in the dim theater, correct screen-glow bloom and reflection on the dome's curved surface).
CONSISTENCY AND NEGATIVE CONSTRAINTS: Maintain consistent dragon design (antlers, mane, eye color, scale pattern, proportions) and consistent dome-theater environment and audience silhouette placement across every shot. Avoid identity drift or design changes in the dragon between shots, warping or morphing of the screen's curvature, flickering, duplicated audience figures, distorted anatomy, unwanted text, logos, or watermarks overlaid on the screen content, unnaturally smooth or CGI-looking handheld camera motion, and overly clean/noise-free footage that would look inconsistent with an authentic phone recording in a dim theater. Preserve natural physics for cloud movement, water, fire, mane/fur motion, and camera shake throughout. Render the complete 15-second sequence exactly as timed above, from the opening storm-cloud shot through the final fire-breath close-up, without skipping, shortening, or rushing any beat.
Create a hyperrealistic cinematic 3D CGI action trailer sequence, rendered in the style of a AAA video-game cinematic / blockbuster VFX short film, exactly 30 seconds long at 24fps, in 1280x720 widescreen aspect ratio, covering the complete sequence below from opening frame to final frame with no shots skipped or shortened.
MAIN CHARACTER: A young adult man, athletic build, tousled dark brown hair, light-colored eyes, wearing a plain white crew-neck cotton t-shirt (torn and blood-stained at the shoulder and chest) with matching white loose trousers and white sneakers, a thin silver chain necklace, and metallic armored knuckle-guard gauntlets wrapped around both fists. He has fresh facial scratches and dried blood at the mouth and cheek. His expression escalates from a controlled furious glare into a full teeth-gritted snarl as his eyes ignite into glowing crimson-red, power-activated irises. He wields a curved, glowing white-blue energy saber/sword in one hand during combat. Preserve this character's exact facial identity, hairstyle, eye color transition, scars, outfit, and weapon design consistently across every single shot and camera angle from start to finish β no identity drift.
SPECTRAL AVATAR: A translucent, glowing white-outlined spectral duplicate of the same man, wielding a matching glowing energy sword, that mirrors and shadows his movements a half-step behind or beside him during the sprint and combat sequences, acting as his manifested power projection. Keep its proportions, glow intensity, and weapon consistent every time it appears.
ANTAGONIST HERO: A heavily muscular armored warrior with wavy dark hair, a full beard, and a scarred forehead, wearing a form-fitting dark blue bodysuit with red and gold armored shoulder pauldrons, red gauntlets and red boots, a gold belt, and a stylized red-and-gold winged emblem centered on the chest. He wields a massive glowing golden two-handed sword with ornate engraved runes along the blade, radiating warm fiery-white light. Maintain his armor design, facial features, and weapon consistently in every shot.
GIANT CREATURE: An enormous pale grey-skinned humanoid kaiju-type monster, hyper-muscular with a horned, faceless head and an exposed teeth-lined maw across its torso, glowing red wound-like veins running across its body, tearing itself out of a swirling black-and-purple crystalline energy portal amid flying rock debris, at one point extending a massive clawed hand down toward the two human-scale heroes. It looms over them for scale contrast throughout the second half of the sequence.
ENVIRONMENT: A vast post-apocalyptic desert canyon of crumbling sandstone rock formations, ruined stone corridors, and distant collapsed cityscape silhouettes, covered in dust, rubble, and floating embers, lit by warm low-angle golden-hour sunlight with strong lens flare and atmospheric haze. Debris and rock fragments are visibly flying through the air from nearby explosions throughout.
FULL CHRONOLOGICAL ACTION SEQUENCE (0:00-0:30, every beat included):
0:00-0:04 β Opens on an extreme close-up of the main character's face, eyes still natural-colored but furious, scratches and blood visible, reaching a hand toward camera as his fists clench into the armored gauntlets; his eyes ignite fully into glowing red partway through this shot, teeth bared in a snarl.
0:04-0:08 β Cut to a close-up of the antagonist hero's stoic, scarred, bearded face against a hazy ruined cityscape backdrop, then a wide shot of him standing before a massive swirling purple-black crystal portal as a giant clawed hand reaches out from within it; he raises his glowing sword.
0:08-0:11 β Wide reveal shot: the giant horned creature fully bursts out of the portal in an explosion of dust and debris, towering over both the crouched, pained main character and the antagonist hero standing below it with his sword planted in the ground.
0:11-0:17 β The main character sprints at full speed across the canyon floor and through a ruined stone corridor, rendered with heavy directional motion blur and a glowing blue-white energy trail streaking behind his drawn curved sword and his body; his spectral avatar runs and lunges alongside him, sword drawn, slashing toward the monster's leg in a burst of purple-white energy.
0:17-0:21 β The giant creature's massive clawed hand sweeps down toward the two heroes; the main character ducks and scrambles beneath it while the antagonist hero, seen from behind, braces and turns to face the creature, his golden sword ready at his side.
0:21-0:26 β Close-quarters combat: the main character and the antagonist hero clash directly, their glowing blades crossing in an X-shape shower of golden and white sparks in tight over-the-shoulder framing; an extreme close-up shows the main character's snarling, red-eyed face pressed close to the crossed blades. The camera cuts to a top-down aerial shot as the main character drives a punch and kick downward at the antagonist hero sprawled beneath him, followed by another wide shot of the two charging at each other with the golden sword raised and a bright flare of light between them, then a glowing magenta-pink energy-charged fist connecting squarely into the antagonist hero's chest, knocking him back with the giant creature looming in the dust behind.
0:26-0:30 (ending) β The final beats return to a wide dramatic angle: the main character lunges forward again with his spectral avatar surging beside him, throwing another charged punch, while the antagonist hero β now smaller and more distant, sword lowered at his side β stands his ground amid a rising wall of dust and falling rock debris, with the giant creature's hulking silhouette still faintly visible looming in the haze on the right side of frame. The sequence ends on this suspended mid-charge composition, the fight still unresolved, with dust, embers, and debris continuing to fall as the final frame holds.
CAMERA WORK: A mix of extreme close-up push-ins on faces and eyes, wide establishing shots of the giant creature's emergence, fast lateral tracking shots following the sprinting main character with heavy motion blur, tight over-the-shoulder and crossed-blade combat framing, a top-down aerial shot during the ground-combat beat, and wide dramatic two-shots for the final charge. Camera movement feels handheld-cinematic with subtle shake during action beats and smooth dolly push-ins during emotional close-ups.
LIGHTING AND COLOR: Warm golden-hour backlighting with strong lens flare and volumetric dusty haze throughout, deep amber and sandstone environmental tones, contrasted against cool blue-white spectral sword glow, molten orange-gold antagonist sword light, saturated crimson-red glowing eyes, and magenta-pink energy-fist glow in the punch beat. High dynamic range with strong rim lighting separating subjects from the dusty background in every shot.
STYLE AND QUALITY: Photoreal hyperrealistic 3D character rendering with cinematic film grain, physically-based materials, detailed skin subsurface scattering, realistic cloth, dust, and spark particle simulation, sharp foreground focus with shallow depth-of-field falloff on background elements, color-graded like a big-budget CGI game trailer, fine 4K-equivalent detail, dramatic epic tone sustained across the full 30 seconds.
CONSISTENCY AND NEGATIVE CONSTRAINTS: Maintain strong frame-to-frame and shot-to-shot consistency in every character's facial identity, proportions, clothing, armor design, weapon design, and skin tone across all 8 chronological beats and every camera angle described above. Avoid identity drift, face morphing, warping, flickering, duplicated limbs, extra fingers, distorted anatomy, inconsistent clothing or armor colors between cuts, mismatched lighting direction, unwanted text, logos, watermarks, subtitles, low-resolution artifacts, plastic or waxy skin texture, and unnatural or robotic motion. Preserve natural physics for dust, debris, cloth, hair, and particle effects throughout. Do not shorten, skip, slow down, or omit any of the described beats β render the complete 30-second sequence from the opening close-up through the final suspended mid-charge shot exactly as timed above, keeping consistent pacing and motion speed across the entire duration rather than lingering only on the earlier shots.
Sent a lightning kid to face down a stone giant.
She didn't throw a single punch β just let the energy do the talking.
Made entirely with @wavespeed_ai
Prompt Below:
Prompt:
VISUAL CONSISTENCY: One young warrior girl, around 12 years old, spiky electric-blue hair, bright yellow eyes, wearing a sleek dark-blue armored outfit with glowing lightning-bolt patterns, small and fast. One giant stone golem, 6 meters tall, cracked grey rock body with glowing orange moss in the cracks, slow and heavy β same girl and same golem design throughout. Location: a colorful storybook rooftop arena above a cartoon city at dusk, glowing lantern strings, distant purple sky.
STYLE: vibrant 3D-animated cartoon, Pixar/DreamWorks-style character design, bold rounded shapes, glossy dynamic lighting, exaggerated action poses, smooth bouncy high-energy animation, playful heroic tone, 16:9.
0β3s: wide shot, the girl skids to a stop on one rooftop, sparks crackling around her hands, the golem rises into view on the opposite roof, the ground glowing where it steps.
3β6s: fast tracking shot, the girl dashes forward leaving a trail of blue lightning, the golem raises one massive stone arm, a wall of glowing energy forming between them.
6β9s: close-up, her lightning energy meets the golem's stone-energy shield in a burst of blue sparks and light, both pushed back by the shockwave.
9β12s: the girl leaps onto a lantern string, launches downward and releases a glowing lightning-charged wave that washes across the golem's chest, bright cracks of orange light spreading through the stone.
12β14s: the golem staggers back, one knee sinking through the rooftop tiles, glowing cracks pulsing softly.
14β15s: the girl lands in a confident heroic pose, energy still crackling around her hands, warm triumphant smile, hold on freeze-frame, cut.
AUDIO: crackling electric energy, deep resonant stone rumble, upbeat orchestral action score, one triumphant musical sting on the final pose.
NO: text, subtitles, watermark, realistic/photoreal characters, blood, gore, weapons, violence, dark or scary tone, extra characters, changing character design, logos.
A paper airplane doesn't always land.
Sometimes it dives into a cloud, comes out the other side as a fish made of light, and takes you flying instead.
Made entirely with @wavespeed_ai
Prompt below:
Prompt :
VISUAL CONSISTENCY: One small boy, around 8 years old, big round eyes, messy black hair, wearing a bright yellow raincoat, standing on a wooden rooftop at golden-hour. One paper airplane, plain white, that transforms into a giant glowing koi-fish made of soft blue light and paper-fold textures β same boy and same fish design throughout. Location: a cluster of colorful storybook rooftops above misty clouds, warm sunset sky.
STYLE: vibrant 3D-animated cartoon, Pixar/DreamWorks-style character design, soft rounded shapes, glossy warm lighting, painterly cloud textures, big expressive eyes, smooth bouncy animation, playful and whimsical, 16:9.
0β3s: the boy throws the paper airplane off the rooftop edge, wide excited grin, camera follows the plane gliding down toward the clouds.
3β7s: the plane dips into a cloud and bursts out the other side as a glowing blue paper-koi-fish, unfolding fins made of paper creases, swimming through the air.
7β11s: wide shot, the fish loops joyfully around the rooftops, trailing soft glowing paper-fold sparkles, the boy laughing and chasing along the roof edge.
11β14s: the fish swoops close past the boy, he reaches out and touches its fin, both surrounded by golden light.
14β15s: the fish leaps upward into the sunset sky and dissolves into a shower of glowing paper petals, boy watching with wonder, hold on his smile, cut.
AUDIO: light whimsical orchestral theme, paper-fold whoosh sounds, boy's delighted laughter, soft magical chime as the fish appears.
NO: text, subtitles, watermark, realistic/photoreal humans, dark or scary tone, other characters, changing character design, logos.