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bf16 SafeTensor
Mochizuki_Kei_1a_anima_lork.safetensors
BF16, good balance • 24.64 MB
Verified: 19 days ago

680 1 2 3 4 5 6 7 8 90 1 2 3 4 5 6 7 8 9
2080 1 2 3 4 5 6 7 8 90 1 2 3 4 5 6 7 8 90 1 2 3 4 5 6 7 8 9
2.2K0 1 2 3 4 5 6 7 8 9.0 1 2 3 4 5 6 7 8 9K
License:
AnimaThe Anima Model is licensed by CircleStone Labs LLC. Copyright CircleStone Labs LLC. IN NO EVENT SHALL CIRCLESTONE LABS LLC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH USE OF THIS MODEL.
Built on NVIDIA Cosmos
Mochizuki Kei art style的画风lokr
关于两个版本的区别
Differences between the two versions
factor=10版本对于细节以及整体表现上要略好一些,模型整体的强度也相对更大
factor=16版本的优势就是极小的模型大小,其对于细节以及整体表现上要略低一些
Factor=10: Offers slightly better details and overall performance, featuring a stronger overall style intensity
Factor=16: Its main edge is the ultra-small file size, though it is slightly lower in details and overall performance
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触发词(Trigger tag)
@Mochizuki Kei,————————————
推荐权重(Recommended weight):0~1.3 (try 1 first)
factor=10的角色参考图(角色lora权重为1)
Here's a character reference image for Factor=10 (character lora weight set to 1)
全世界最"尊重"F社之人


factor=16的角色参考图(角色Lora权重为1)
Here's a character reference image for Factor=16 (character lora weight set to 1)
四小只怎么变成三小只了



训练时为了尽可能还原真红的眼睛细节,CG部分的重复次数设成了2,这也导致角色lora本身包含的画风特征已经强到足以盖过lork画风本身的强度了,罪魁祸首还是因为F社出HD不会重新绘制立绘,导致立绘眼睛部分像素偏低、细节偏少(很难想象CG与立绘是同一个角色)
