旅巴兔 旅巴兔
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为什么我的过场动画都是过曝了?AI修改了也无用 // Motion blur动态模糊效果 // 0 = OFF, 1 = low, 2 = mid, 3 = high 0是关,1是低效果,2是中等效果,3是高效果 #define MOTION_BLUR 0 // Godrays - On/Off体积光 // 0 = low, 1 = mid, 2 = high 0是低,1是中效果,2是高效果 #define GODRAYS 1 #define GODRAY_QUALITY 2 // Bloom光晕 // Config tool Max = 10.0f float BLOOM_POWER = 1.0; // Lens dirt - On/Off脏镜头光晕 #define LENS_DIRT 1 // Additional post-effects // If 1 -> Sat/B&W/Contrast/Cross = ON #define POST_EFFECTS 1 #define BLACKNWHITE 0 float SATURATION = 1.0; float CONTRAST = 0.6; float CROSS_POWER = 0.0; float CROSS_R = 0.6; float CROSS_G = 0.8; float CROSS_B = 0.3; // Kodak Kodachrome 64 simulation #define KODACHROME 0 // Post-effects // #define CINEMA 1 #define NOISE 0 #define INTERFERENCE 0 #define TVSTUFF 0 #define LENSDISTORTION 0 // Depth of field settings景深 // #define MANUAL_DOF_FOCUS 1 // #define DEPTHOFFIELD 1 // 色调映射 // 不同的色调映射算法可以改变画面的整体色彩和亮度分布,让画面更接近人眼视觉 // 0 = Reinhard, 1 = Filmic, 2 = ACES #define TONEMAPPING 1 // 环境光遮蔽强度 // 模拟间接光照,增强物体之间的阴影效果,让场景更有立体感 float AO_INTENSITY = 0.5; // 色彩校正 // 可以对色彩进行微调,使颜色更加准确和自然 float COLOR_CORRECTION_R = 1.0; float COLOR_CORRECTION_G = 1.0; float COLOR_CORRECTION_B = 1.0; // 全局光照强度 // 控制整个场景的光照强度 float GLOBAL_LIGHT_INTENSITY = 0.8; // 室内亮度调整因子 // 用于调整室内相对于室外的亮度,值小于 1 会使室内更暗 float INDOOR_BRIGHTNESS_FACTOR = 0.3; // 室外亮度调整因子 // 用于调整室外的亮度 float OUTDOOR_BRIGHTNESS_FACTOR = 1.2; // 皮肤颜色校正 // 对皮肤的红、绿、蓝通道颜色进行微调 float SKIN_COLOR_CORRECTION_R = 1.1; float SKIN_COLOR_CORRECTION_G = 0.9; float SKIN_COLOR_CORRECTION_B = 0.8; // 皮肤细节增强 // 增强皮肤纹理细节,值越大细节越明显 float SKIN_DETAIL_ENHANCEMENT = 0.3; // 皮肤光泽度 // 控制皮肤的光泽效果,模拟真实皮肤的反光 float SKIN_SPECULARITY = 0.2; // 新增:过场动画全局光照强度 float CUTSCENE_GLOBAL_LIGHT_INTENSITY = 0.6; // 新增:过场动画室内亮度调整因子 float CUTSCENE_INDOOR_BRIGHTNESS_FACTOR = 0.4; // 新增:过场动画室外亮度调整因子 float CUTSCENE_OUTDOOR_BRIGHTNESS_FACTOR = 1.0; // 过场动画时的Bloom光晕强度 float CUTSCENE_BLOOM_POWER = 0.5; // 过场动画时的体积光强度 #define CUTSCENE_GODRAYS 0 // 过场动画曝光补偿值 float CUTSCENE_EXPOSURE_COMPENSATION = -0.5; // 过场动画皮肤红色通道校正 float CUTSCENE_SKIN_COLOR_CORRECTION_R = 1.0; // 过场动画皮肤绿色通道校正 float CUTSCENE_SKIN_COLOR_CORRECTION_G = 0.8; // 过场动画皮肤蓝色通道校正 float CUTSCENE_SKIN_COLOR_CORRECTION_B = 0.8; // 过场动画时的对比度 float CUTSCENE_CONTRAST = 0.4;
你们训练真人照片lora一般多少步或者loss值多少才停下来? 我训练的真人是美剧的一个人物,照片一共有52张,是白底人物抠图照,批次2次训练一次,4070显卡,你们觉得我应该怎么训练更像?而不过拟合。 steps: 0%| | 0/11700 [lbk]lbk[rbk]lbk[lbk]rbk[rbk]00:00<?, ?it/s[lbk]lbk[rbk]rbk[lbk]rbk[rbk]epoch 1/15steps: 7%|███▊ | 780/11700 [lbk]lbk[rbk]lbk[lbk]rbk[rbk]06:14<1:27:16, 2.09it/s, avr_loss=0.0885[lbk]lbk[rbk]rbk[lbk]rbk[rbk]saving checkpoint: ./output\ epoch 2/15steps: 13%|███████▌ | 1560/11700 [lbk]lbk[rbk]lbk[lbk]rbk[rbk]11:43<1:16:12, 2.22it/s, avr_loss=0.0934[lbk]lbk[rbk]rbk[lbk]rbk[rbk]saving checkpoint: ./output\epoch 3/15steps: 20%|███████████▍ | 2340/11700 [lbk]lbk[rbk]lbk[lbk]rbk[rbk]17:16<1:09:05, 2.26it/s, avr_loss=0.0874[lbk]lbk[rbk]rbk[lbk]rbk[rbk]saving checkpoint: ./output\epoch 4/15steps: 27%|███████████████▏ | 3120/11700 [lbk]lbk[rbk]lbk[lbk]rbk[rbk]22:50<1:02:47, 2.28it/s, avr_loss=0.0879[lbk]lbk[rbk]rbk[lbk]rbk[rbk]saving checkpoint: ./output\epoch 5/15steps: 33%|███████████████████▋ | 3900/11700 [lbk]lbk[rbk]lbk[lbk]rbk[rbk]28:24<56:49, 2.29it/s, avr_loss=0.0821[lbk]lbk[rbk]rbk[lbk]rbk[rbk]saving checkpoint: ./output\epoch 6/15steps: 40%|████████████████████████ | 4680/11700 [lbk]lbk[rbk]lbk[lbk]rbk[rbk]33:16<49:54, 2.34it/s, avr_loss=0.077[lbk]lbk[rbk]rbk[lbk]rbk[rbk]saving checkpoint: ./output\epoch 7/15steps: 47%|████████████████████████████ | 5460/11700 [lbk]lbk[rbk]lbk[lbk]rbk[rbk]37:50<43:15, 2.40it/s, avr_loss=0.071[lbk]lbk[rbk]rbk[lbk]rbk[rbk]saving checkpoint: ./output\epoch 8/15steps: 53%|███████████████████████████████▍ | 6240/11700 [lbk]lbk[rbk]lbk[lbk]rbk[rbk]42:24<37:06, 2.45it/s, avr_loss=0.0723[lbk]lbk[rbk]rbk[lbk]rbk[rbk]saving checkpoint: ./output\epoch 9/15steps: 60%|███████████████████████████████████▍ | 7020/11700 [lbk]lbk[rbk]lbk[lbk]rbk[rbk]47:01<31:20, 2.49it/s, avr_loss=0.0706[lbk]lbk[rbk]rbk[lbk]rbk[rbk]saving checkpoint: ./output\epoch 10/15steps: 67%|███████████████████████████████████████▎ |
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