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Default video LoRAs

Optional defaults. Each shot can use its own LoRAs or turn them off in the shot editor. Use LoRAs compatible with your video model.

Weight 0 bypasses an adapter. Turbo stays controlled by the quality tier. Add any required trigger words to the prompt’s Style field: r34l1sm for Realism People, DY for Cinematic Realism.


Quality presets
Quick MP steps refs
Turbo HD MP steps refs
Turbo 2-pass MP steps split refs
SelfLift HD MP steps split refs
SelfLift FHD MP steps split refs
SelfLift Final MP steps split refs
Fine MP steps refs
Fine 2-pass MP steps split refs
Singularity 2-pass MP steps split refs

Per-project overrides for the Quick (draft), Turbo HD (fast HD draft) and Fine (keeper) render passes. Any of them can be swept across several seeds. Saved with the project.

refs only matters on a reference-to-video shot — one with media attached, or with a cast member on screen. match shrinks every identity file to that tier’s own canvas, so at 0.2 MP a face sheet arrives about 450px across; max sends it at a 2048px short edge. Reference tokens ride through every sampling step, so max costs real time. Reach for it when a face drifts and the prompt already says the right thing.

Turbo 2-pass spends Turbo HD’s same eight steps across two canvases — six composing at 0.2 MP, then two finishing at full size after the upscale. Same budget, different distribution: reach for it when a turbo draft keeps missing the direction. Its refs default to max because a two-pass tier’s match would size faces to pass 1’s small canvas; drop it to match on shots with no faces to get the time back.

Don’t move that split to 4. The upscaler needs a nearly-clean latent, and it is the sigma reached that decides that, not the step count — an eight-step run is still at 92% noise after four steps, and the upscaler magnifies the guess into speckle. Six reaches the same handover Fine 2-pass uses. Seven is clean but leaves too little to sharpen with.

Fine 2-pass composes at 0.2 MP — where H3 follows the prompt best — then upscales the clean latent and spends the remaining steps on texture at full size. Split is where the schedule is cut; the steps after it are the finishing pass, and more than a handful start re-inventing fine detail instead of sharpening it.

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