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    FUBUWA MIX 3D REAL - v3.1
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    *Showcase images include embedded workflow and are post-processed with sharpening and noise grain.

    In other words, your results may vary depending on your workflow.



    Version features

    Rather than improvements, each version has their own strengths

    • v1.1 - 3DCG (Base)

    • v1.2 - Semi realistic (sometimes include outline)

    • v1.33 - 3DCG (Slightly less realistic than 1.1 in exchange for better lighting/composition/prompt adherence)

    • v1.34 - 3DCG (v1.33 + slightly more detail in background)

    • v2.4 - Realistic "Photoreal"

    • v3.1 - Realistic "Hyperreal"

    • v4.2 - Balanced (Merge of 1.34 and 3.1)

    • v5.0 - 3DCG "Video Game"

    Recommendation

    • From realistic to semi realistic = v3.1/2.4 > v4.2 > v5.0 > v1.34/1.33 > v1.1 > 1.2

    • v5.0 - Softer and "video game like" 3DCG

    • v4.2 - Balance between realism and semi-real

    • v3.1/v2.4 - For realism

    • v1.34 - Good aesthetic with good face proportions

    • v1.1 - Best face proportions (imo)


    Version notes

    v5.0

    • Focus on new aesthetic - 3DCG with subtle skin texture and softer look

    • Prompt seems more responsive; lighting prompts seem to react better.

    • CFG 3-6 (Optimized model for CFG 5)

    • File size increased - no idea why - performance roughly the same

    • Some of the sample image prompt is different/updated

    v4.2

    • Balanced version - merge between v3.1 and v1.34

    • Aesthetic is in between 3.1 and 1.34; closer to earlier versions while retaining more skin texture/noise

    • CFG 3-6 (5 seems like the sweet spot)

    v3.1

    • Realistic skin texture, good contrast/lighting/colour, better background details

    • Good face proportions

    • Good prompt adherence

    • High "clarity" and ambient occlusion aesthetic

    • Aesthetic more illustrative (Closer to v1.34 than v2.4)

    v2.4

    • Focus more on realism

    • More realistic skin texture

    • Should have better prompt adherence

    • Aesthetic closer towards realistic photography than illustrative (Compared to v.1.0 variants)

    v1.34

    • Should have slightly better details to the background.

    v1.33

    • Focus on keeping realism while improving composition, background and lighting compared to v1.1.

    • Less creative/aesthetic than 1.2 in terms of background.

    v1.2

    • More focus towards semi realism *includes outline at certain times

    • Better lighting, composition, background, aesthetic

    • Structure feels more stable compared to v1.1


    Model focus

    • 3DCG features with more detailed skin texture. (Heavily dependent on heun sampler, not recommended if using web generator or if you don't know what you're doing)

    • Face proportions closer to real life. Less anime like.

    Strength/Quirks

    • Facial features can respond to prompts

    Weakness

    • Not suitable for male because of female face modifier.

    • Will do beauty mark/mole under eye (Apparent in lower cfg; use negative prompt)

    • Skin pores can look too smooth/uniform/unnatural texture depending on sampler/scheduler.

    • Backgrounds (res_multistep + normal with high steps 50-100 - has chance to resolve scale issues but might introduce artifacts) (better in version 1.2 and above)


    Recommended settings

    (can see workflow via uploaded images)

    positive prompts

    can change the face structure/matureness

    milf, adult

    makeup/beauty enhancements

    (dark maroon eyeshadow under eye, maroon blush makeup, eyeliner:1), (doe eyes makeup:0.5), shiny skin, (perfect hands:0.9)

    realism tags

    subsurface scattering, photorealistic, realistic, hyperrealistic

    initial sampler

    sa_solver_pece + sgm_uniform

    • sweet spot: steps 30-40, cfg 5-7 @ 1024x1280 pixels

    • more realistic at the cost of contrast/dark/warmer image: steps 30-40, cfg 4-5

    • provides the most stable structure, details and subtle noise at reasonable speed. handles cfg burn not bad as well. use cfg higher than 7 for more contrast.

    dpm_adaptive + normal/exponential

    • steps doesn't matter since adaptive, cfg 4-10

    • slower but very reliable without much errors. however compared to sa_solver_pece, it is smoother/no noise and lack small details.

    dpmpp_sde + sgm_uniform/exponential/sgm_uniform

    • steps 30, cfg 4-7

    • feels slightly faster than the two above with reasonable structure.

    res_multistep/res_multistep_a + sgm_uniform/normal/simple

    • steps 30-100, cfg 4-6

    • fast, reliable but slightly boring/simplistic results (use res_multistep_a for more detail/interesting results)

    • res_multistep is fast and converges at high steps, fixes the structural problems 90% of the time.

    upscale/hiresfix

    upscale model

    • any - don't think it makes a big difference which ever used

    • realesrgan_x2 (only because it's fast)

    heun + normal/ddim_uniform(second choice)

    • steps 15-20, cfg 3-4, denoise 0.35-0.55

    • more random noise pattern with cleaner details compared to 2m_sde_heun karras

    dpmpp_2m_sde_heun + karras

    • steps 20-30, cfg 3-5, denoise 0.35-0.55

    • slightly faster than above, noise pattern more uniform compared to heun

    euler_a + sgm_uniform

    • steps 20-30, cfg 3-5, denoise 0.35-0.55

    • use with a initial sampler that produces more noise/texture then subdue/control that noise with euler_a+sgm_uniform

    • produces subtle uniform noise and to avoid over realistic results

    facedetailer

    heun + normal/ddim_uniform

    • steps 10, cfg 2.5-6, denoise 0.25-0.4

    dpmpp_2m_sde_heun + karras

    • steps 10-15, cfg 2.5-6, denoise 0.25-0.4

    • mole under eye might appear if low cfg


    Remarks

    • sa_solver_pece + sgm_uniform is my new favourite combination

    • usual euler/2m/3m + sgm uniform/normal/karass should work though

    • i prefer heun as it produces natural noise/texture at lower step values and loses it at higher (recommended schedulers: normal/ddim_uniform/ays+)

    • for prompt adherence: higher resolution can have lower cfg, lower resolution need higher cfg

    • personal frequently used resolution before upscale: 896x1120 1024x1280 or 1152×1440 (more pixels = more space for details like hands)

    • post-processing nodes with sharpening, bloom, grain, tone curves for more texture in final image. (see workflow in images)

    Description

    v3.1

    • Most balanced version - combining strengths from previous versions

    • Realistic skin texture, good contrast/lighting/colour, better background details

    • Good face proportions

    • Good prompt adherence

    • Aesthetic more illustrative (Closer to v1.34 than v2.4)

    FAQ

    Comments (5)

    ODBsGoonerExtravaganzaMar 20, 2026· 1 reaction
    CivitAI

    3.1. looks a bit more 3d render now.

    BIG_AMar 22, 2026· 2 reactions
    CivitAI

    质量词不要瞎鸡巴堆!看你参考图的质量词里,比如 cinematic lightingmoody lightingindirect lightingbacklighting 这些其实是一套偏电影、柔和、有方向性的光,但你又同时加了 fluorescent lighting(荧光灯那种均匀冷光)和 direct flash aesthetic(正面硬闪、几乎没层次的光),这几种是完全不同的拍摄体系,模型很难同时满足,所以这里是最大的矛盾点。

    然后是对比度这一块,你一边用了 harsh shadowschiaroscuro lightingdeep shadows(都在强调强对比和重阴影),另一边却写了 low contrast,这个是直接反着来的,属于典型的逻辑冲突,基本一定会互相抵消甚至让画面变脏。

    色彩上也有类似问题,比如 analogous colours(类似色和谐配色)和 crisp cool tones(清冷色调)本来还能勉强兼容,但你又加了 fujifilm colours / fuji film colours(偏胶片暖绿风)、grey colours(去饱和灰调),甚至还有 film noir aesthetic(接近黑白或极低色彩),这些色彩方向是分属不同体系的,放在一起会让模型不知道到底该偏冷、偏暖、还是直接去色。

    风格层面也在打架,比如 90s aestheticfilm aestheticdirect flash aestheticfilm noir aesthetic,这些代表的是不同年代和审美流派,不是不能混,但同时全放基本等于没有明确风格,输出会变得不稳定。

    另外还有一些“隐性冲突”,像 realistichyperrealistic 偏真实摄影,而 lineless 更偏插画风(尤其二次元),这两个方向会互相拉扯;再比如 sterile environment(无菌环境,通常明亮均匀)和 moody lighting(情绪化暗光)放在一起,也会有轻微违和。

    最后就是一些不算冲突但明显冗余的地方,比如 fujifilm coloursfuji film colours 是重复的,intricate detailsultra-detailedhyper-detailed 也是重复强调,写一个就够。

    shiweia316Apr 4, 2026

    这个就叫专业!

    ODBsGoonerExtravaganzaMar 23, 2026· 2 reactions
    CivitAI

    Noticing that faces come out super detailed already on the first pass now.

    ODBsGoonerExtravaganzaMar 26, 2026· 2 reactions
    CivitAI

    The only remark I have left is - do stick image savers for intermediate passes. I've found that sometimes pre face detailer passes look better/needed for post so I added them to my workflow. Sure, you can always drop the final image back into comfy after the fact and grab what you need off the image feed - but drag and dropping quickly gets tedious.

    Checkpoint
    Illustrious

    Details

    Downloads
    1,291
    Platform
    CivitAI
    Platform Status
    Available
    Created
    3/18/2026
    Updated
    6/11/2026
    Deleted
    -

    Files

    fubuwaMIX3DREAL_v31.safetensors

    Mirrors

    Available On (1 platform)

    Same model published on other platforms. May have additional downloads or version variants.