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MINIMAX H3 MAX STUDIO

MiniMax H3 Max Generator

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No input assets required.

Fleet jump

1/6

Source preview · MiniMax H3 · MiniMax

Prompt & source details

No input assets required.

Source preview; generation with your selected model may differ.

Third-party creator preview, not a generation verified on h3max.io. The library prompt is an adaptation, reconstruction or workflow; results may differ. Original creator rights apply; source attribution retained.

integrated_multimodal_description: [Shot 1] Cinematic, medium wide shot, pushing in slowly. In the cavernous, dimly lit bridge of a starship, sleek metallic consoles with glowing amber displays flank a massive, curved observation window. A female captain, in her late 40s with an athletic build and short silver-streaked black hair, stands in the center midground. She wears a structured, high-collared dark navy military tunic with silver chest insignias. Her back is to the camera, silhouetted against the cool, ambient starlight pouring through the thick glass. She stands perfectly still with her hands clasped tightly behind her back. Outside the window, a massive armada of jagged, dark grey dreadnoughts hovers in tight formation against a deep purple space nebula. The fleet's massive rear thrusters begin to glow with an intense, escalating bright blue light. [Shot 2] At 00:04.500, the camera cuts to a close-up of the captain's face and shakes strongly. The brilliant blue-white light from the fleet's gathering energy reflects vividly in her dark eyes. Suddenly, a blinding white flash floods through the window, completely washing out the background as the fleet jumps to hyperspace. The sheer spatial force violently jolts the bridge, causing the captain from Shot 1 to stagger slightly forward, her shoulders tensing as she visibly braces herself against the physical tremors. As the intense white light fades abruptly, leaving only the dim, empty expanse of the purple nebula reflected on her starkly lit skin, her jaw clenches, and she slowly closes her eyes in the newly emptied space. overall_soundscape: A low, resonant hum of the ship's ambient life support systems serves as the baseline, soon drowned out by an audible, escalating, high-pitched electronic whine as the fleet outside charges its hyperdrives. A massive, deafening, bass-heavy boom and sharp crackle erupts during the blinding flash, accompanied by the loud metallic creaking, rattling, and deep thuds of the bridge's bulkheads vibrating under immense physical stress. The intense roaring impact then cuts abruptly back to a hollow, echoing room tone, leaving only the faint, steady hum of the isolated bridge. non_diegetic_music: Cinematic space-opera orchestral score, slow tempo, featuring a solitary, mournful French horn melody over deep, sustained string dissonances that build rapidly in volume and intensity, swelling to a massive orchestral peak before snapping immediately into silence right after the jump.

H3 Max · 768P · Native Audio

Faster renders. Sharper direction.

H3 Max is post-trained by fal on MiniMax H3 for fast text-to-video, first-to-last-frame animation, detailed prompt execution, and native synchronized audio.

Text to VideoImage to Video768P5–15sNative Audio
≈2.5sbackend inference for a 5s 768P clip; queue and prompt expansion add to total wait time.

H3 MAX

Post-trained for quality, then pushed for speed

New data and verifiable reinforcement learning target prompt adherence and aesthetics, while the model and inference stack are co-optimized for throughput without dropping audiovisual quality.

Leaderboards change over time; these cards describe only the dated snapshots shown.

Capabilities

Camera, character, style, and sound in one pass

Camera moves you can direct

A low tracking shot stays locked on a scooter as it races downhill, carrying speed, lean, background motion, and engine sound through the turn.

Two stills become one shot

An opening frame and optional closing frame become one continuous journey, with motion and synchronized sound generated between them.

The same character, shot after shot

One generation moves through six locations while preserving the character’s face, hair, clothing, and proportions as lighting changes.

Sound generated with the picture

Room tone, foley, music, dialogue, and ambience arrive in the same pass, synchronized to what happens on screen.

One look held across every shot

A six-shot animated Greek vase sequence holds the same palette, linework, gold leaf, and hand-set lettering throughout.

It hits the beats in order

Detailed beats arrive in sequence, including requested transformations and legible on-screen words, without losing the visual direction.

Made with H3 Max

One prompt, one pass, no post-production

Turn on the sound to hear the native audio. Copy the complete prompt or send it to the generator above and adapt it.

Shot Brief

One continuous take, no cuts

A dense 15-second cinematic brief with timed beats, physical camera direction, color design, and native sound.

View full prompt
BLACK MIRROR TIDEFLATS / THE COLLAPSING SEA-CATHEDRAL

Style: 8K cinematic. Photorealistic, no 3D render, no game engine, no game-cutscene aesthetic. Cinematography: naturalistic master cinematography. Lighting: high-contrast dramatic light. Cold storm-blue dusk across the flats vs. blinding sodium-orange furnace glow pouring from the toppling structure. The wet mirror surface doubles every light source into a second inverted world.

Color: 60:30:10, dominant gunmetal blue and wet slate (the tideflats and sky) / secondary sodium amber and rust-red (burning floodlights, corroded steel) / accent magnesium white and cobalt blue (the failing reactor core and its arc-flashes). Camera: physical cine lens. 180 degree shutter motion blur. Continuous handheld operator shake, motivated by the ground concussions rolling through the shallow water. Physics: gravity and inertia respected.

Steel trusses buckle and fold under their own mass; spray, ash and salt mist obey atmospheric drag. SUBJECTS: @pilot: a lone figure in a salt-crusted pressure suit crewing a skeletal wind-skiff, a low wheeled land-yacht with a torn carbon sail, hunched at the tiller, cracked gold-tinted visor reflecting the falling structure, throwing twin walls of white spray from its outriggers.

@cathedral: a colossal derelict sea-rig, a kilometre of rusted iron lattice and floodlight towers, listing and buckling as it collapses into the shallows, shedding burning platform decks and cobalt arc-flash from its ruptured core. LOCATION: an endless tidal flat of black volcanic glass under two inches of standing water, a perfect mirror to the horizon, broken by rotting mooring pylons and drifting curtains of salt mist, the skyline dominated by the burning collapse.

ACTION, ONE CONTINUOUS TAKE, single unbroken handheld tracking shot, NO cuts, 15 seconds. 0:00-0:05 Medium-Wide on @pilot: camera tracks alongside the skiff as it carves between rotting pylons that burst into splinters and spray behind the wheels; the horizon tears open as @cathedral enters frame, leaning, trailing burning deck plates.

0:05-0:10 continuous zoom-in / tilt up: camera glides past the skiff and tilts up through the pylons onto the collapse; a core vessel detonates, the shockwave ripping the standing water into a flat sheet and bending the flare into a horizontal streak across frame. 0:10-0:15 Extreme Close-Up on @cathedral: telephoto-compressed view of the disintegrating rig against the sky, steel plate peeling and glowing white-hot, raining burning debris down toward the camera. CONSTRAINTS: 16:9 anamorphic widescreen.

ONE CONTINUOUS SHOT, absolutely NO hard cuts. Telephoto compression during the zoom. No slow-motion. Photoreal throughout. AUDIO (NO MUSIC): deep structural groan of failing steel, the hiss and slap of water under the hull, tearing-metal screech from above, the rigging-hum and canvas crack of the skiff at speed, wind roar across open flats.

Pixel Art

Playable-looking game footage

A long structured prompt coordinates gameplay rules, animation states, parallax scenery, UI, music, and sound effects.

View full prompt
Create a pixel-art side-scrolling platformer gameplay animation, presented as authentic 16-bit / 32-bit retro game footage.

The game is a fast, continuous San Francisco-themed endless runner. A heroic pixel-art adventurer automatically runs from left to right while the camera smoothly tracks the character, keeping the hero roughly centered on screen. The player cannot stop or move around obstacles. Every obstacle that enters the hero's running path must require either jumping over it or ducking underneath it.

GAMEPLAY
Obstacles approach clearly from the right side of the screen with enough visual anticipation to understand what is happening. There are only two ways to avoid hazards. JUMP: used for anything occupying the ground-level running path. DUCK: used for anything crossing directly above the running path at head or upper-body height. Every gameplay obstacle must physically intersect the hero's path if no action is taken.

San Francisco-themed obstacles: a cheerful corgi runs directly across the hero's path and the hero jumps completely over it; a startup founder charges toward the hero holding out a giant term sheet, jump over the person; an autonomous delivery robot rolls into the running path, jump over it; an abandoned electric scooter lies horizontally across the sidewalk, jump over it; a shopping cart rolls into the running path, jump over it; a low-flying delivery drone crosses at the hero's head level, duck underneath it; a flock of pigeons flies across the path at head height, duck underneath them; low construction scaffolding extends across the sidewalk, duck underneath it. Keep obstacles visually distinct and spaced far enough apart that every jump or duck reads clearly as a deliberate gameplay action.

SAN FRANCISCO ENVIRONMENT
Multi-layer parallax scrolling. Foreground: lush grass, sidewalk edges, rocks, flowers, fire hydrants, cable-car rails, fallen leaves, utility covers and small particles moving quickly. Midground: colorful Victorian houses, steep streets, cafes, trees, cable cars, fences, stone walls, staircases, scaffolding and occasional fantasy waterfalls at medium speed. Background: enormous green hills, dense neighborhoods, downtown skyscrapers, the Transamerica Pyramid, distant castle-like silhouettes, the Bay, the Golden Gate Bridge and mountains beyond the city, moving slowly. Very distant atmospheric layer: colorful California sky, enormous clouds, drifting coastal fog, distant birds. Blend recognizable San Francisco architecture with a lush fantasy-adventure world: Victorian houses beside ancient stone ruins, cable-car tracks winding through grassy hills, waterfalls descending beside city staircases, the Golden Gate Bridge appearing dramatically between mountains and fog. Background pedestrians, cars and scenery are decorative only.

HERO ANIMATION
A highly polished 8 to 12 frame running cycle with expressive movement, bouncing hair and clothing, an animated cape or jacket, natural arm and leg motion, and tiny dust particles beneath the boots. Transition cleanly between RUN, JUMP, LAND, RUN, DUCK, RUN. Jump animations must visibly carry the hero completely over each ground obstacle; duck animations must visibly lower the hero enough for airborne obstacles to pass over. Keep the hero's design, face, clothing, colors, proportions and sprite dimensions consistent throughout every frame.

SCORE AND GAME UI
A small, authentic retro-game score counter in the upper-right corner, simple pixel font, continuously increasing as the hero survives, such as SCORE 004820. Keep the interface minimal. No menus, tutorial text or dialogue boxes.

MUSIC AND SOUND
Energetic retro video-game music throughout, like a polished SNES or early PlayStation-era adventure game: upbeat and catchy, chiptune-inspired synths, punchy retro drums, melodic bass and a bright adventurous lead melody. Synchronized retro sound effects: soft rhythmic footsteps while running, a short arcade-style jump sound on each jump, a quick swoosh while ducking, a landing sound on touchdown, drone buzzing as drones approach, pigeon wing flaps, small environmental sounds for passing cable cars, and a subtle point sound after clearing an obstacle. Music stays the dominant layer with effects mixed cleanly underneath.

PIXEL-ART REQUIREMENTS
Crisp hand-crafted pixel art with clearly visible individual pixels, a limited retro palette and extremely detailed sprite work, resembling a premium modern indie pixel-art platformer. No 3D rendering, no vector graphics, no smooth painted edges, no realistic textures, no motion blur, no anti-aliased artwork.

CAMERA
Classic side-view 2D platformer perspective, fixed camera height, smooth horizontal tracking, no zooming, no cuts, no camera rotation. The hero stays approximately centered while the environment moves continuously from right to left.

Format: 16:9 widescreen, side-scrolling 2D gameplay, continuous gameplay, retro soundtrack and sound effects, minimal score HUD, no logos.

Dialogue

A line to camera, lip synced

A concise dialogue prompt combines performance, lens, lighting, voice, and kitchen ambience.

View full prompt
A chef in her forties looks straight into the camera in a bright open kitchen and says, "The secret is you never crowd the pan." She smiles and turns back to the stove. Clean daylight from a window, white tile, flour on her apron, a strand of hair loose. Medium close-up, 50mm, slight handheld. Sound: her voice close and clear, a gentle sizzle, a knife on a board off screen.

Stop Motion

Claymation frog with pancakes

Material texture, stepped movement, staging, music, and tiny foley cues stay coherent in one pass.

View full prompt
Stop-motion claymation: a round green frog in a knitted scarf carries a stack of pancakes across a tiny kitchen set, sets it down, then looks at camera and blinks. Visible fingerprints in the clay, felt walls, warm practical lamps, stepped 12fps motion. Sound: playful pizzicato strings, soft clay squeaks, a plate clink.

Slow Motion

Hummingbird at a trumpet flower

A compact nature prompt directs timing, light, optics, detail, and a layered garden soundscape.

View full prompt
Slow-motion close-up of a hummingbird hovering at a red trumpet flower in a sunlit garden, wings a blur, tongue flicking into the bloom. Backlit at golden hour with bokeh highlights, pollen and dust in the air, one bruised petal. Long lens, very shallow focus. Sound: rapid wing hum, garden birdsong, a distant sprinkler.

Product

Espresso, macro

Product texture, macro optics, steam, reflections, and cafe sound are directed in a single paragraph.

View full prompt
Macro shot of espresso pulling from a chrome portafilter into a warm glass, thick golden crema blooming and swirling. Bright morning light through a cafe window, steam curling, water spots on the chrome, a few coffee grounds on the tray. 100mm macro, shallow focus, slight handheld drift. Sound: grinder winding down, the hiss of the pump, liquid pattering into glass, cafe chatter behind.

FAQ

H3 Max FAQ

H3 Max is a fast variant post-trained by fal on top of the open-weight MiniMax H3 base, with a focus on prompt adherence, aesthetics, and inference throughput. This is an independent tool, not an official MiniMax or fal website.