




Seedance 2.5 API अब Atlas Cloud पर उपलब्ध है! यह डेवलपर्स को ByteDance का नवीनतम वीडियो मॉडल प्रदान करता है। यह टेक्स्ट, एकल छवि, या 50 मल्टीमोडल संदर्भों से एक ही बार में 30 सेकंड तक का नेटिव वीडियो उत्पन्न करता है, जिसमें सिंक्रनाइज़ ऑडियो और इन-फ्रेम बहुभाषी टेक्स्ट शामिल है। Atlas Cloud पर आप इसे एक कुंजी के माध्यम से एक्सेस कर सकते हैं, जिसमें विषय की निरंतरता और बेहतर भौतिकी लंबे शॉट्स को सुसंगत रखती है।
Seedance 2.5 को ByteDance द्वारा विकसित किया गया है। Atlas Cloud (Atlas Cloud AI LLC द्वारा संचालित) इस तक पहुँच प्रदान करता है, इसका स्वामी नहीं है। सभी ट्रेडमार्क उनके संबंधित स्वामियों की संपत्ति हैं।
Atlas Cloud आपको उद्योग में अग्रणी नवीनतम रचनात्मक मॉडल प्रदान करता है।
जेनरेशन चाहे लिखे हुए प्रॉम्प्ट से शुरू हो या रेफ़रेंस विज़ुअल्स के सेट से, यह तालिका बताती है कि प्रत्येक Seedance 2.5 API एंडपॉइंट क्या स्वीकार करता है, क्या रेंडर करता है, और किन प्रोडक्शन्स के लिए सबसे उपयुक्त है।
| मोडैलिटी | विवरण |
|---|---|
| Seedance 2.5 T2V API (टेक्स्ट से वीडियो) | सरल भाषा में एक दृश्य का वर्णन करें और Seedance 2.5 Text to Video API एक ही बार में 480p से 4K तक, 30 सेकंड तक का मूल वीडियो देता है। ऑन-स्क्रीन टेक्स्ट और बहुभाषी उपशीर्षक सीधे फ्रेम में रेंडर होते हैं, इसलिए टाइटल कार्ड और कैप्शन के लिए अब अलग से कंपोजिटिंग चरण की आवश्यकता नहीं है। मजबूत प्रॉम्प्ट अनुपालन परिणाम को आपके लिखित विवरण के प्रति वफादार रखता है। |
| Seedance 2.5 I2V API (इमेज से वीडियो) | Seedance 2.5 Image to Video API एक पहला फ्रेम, या पहला और आखिरी दोनों फ्रेम ले सकता है, और उनके बीच की गति को बिना किसी स्टिचिंग के एक निरंतर 30-सेकंड के टेक में भर सकता है। आप यह निर्धारित करते हैं कि शॉट कहाँ से शुरू और खत्म होता है, जबकि मॉडल बीच में कैमरे के मूवमेंट और एक्शन को संभालता है। यह नियंत्रण एक एकल स्थिर छवि को एक छोटे लूप के बजाय एक निर्देशित लंबे टेक में बदल देता है। |
| Seedance 2.5 R2V API (संदर्भ से वीडियो) | छवियों, ऑडियो, 3D व्हाइट मॉडल और स्टाइल सैंपल सहित 50 फुल-मोडल संदर्भों के साथ, Seedance 2.5 Reference to Video API उनके रूप, गति और आवाज़ को परिणाम में लॉक कर देता है। यथार्थवादी भौतिकी के साथ शॉट्स में विषय सुसंगत रहते हैं, इसलिए एक चरित्र या उत्पाद हर बार समान व्यवहार करता है। इसे सीरीज़ सामग्री, वर्चुअल प्रस्तोता और नियंत्रित ब्रांड अभियानों के लिए बनाया गया है। |
प्रोडक्शन वीडियो वर्कफ़्लो के लिए निर्मित, Seedance 2.5 API 30 सेकंड के सिंगल-पास जनरेशन और 50 मल्टीमॉडल संदर्भों को 480p से 720p आउटपुट, लक्षित स्थानीय संपादन, इन-फ्रेम बहुभाषी टेक्स्ट, और अधिक स्थिर भौतिकी तथा विषय निरंतरता के साथ जोड़ता है।
एक call में 30 सेकंड तक का continuous video मिलता है, जो Seedance 2.0 की 15 सेकंड की सीमा से दोगुना है और अधिकांश प्रतिस्पर्धियों की single pass limits से काफ़ी आगे है। मॉडल पूरे clip की योजना एक ही forward pass में बनाता है, इसलिए lighting, motion और character identity stitched segments की तरह drift नहीं करते। Short drama episodes, ad narratives और music driven sequences अब बिना किसी visible cut के पूरी तरह चल सकते हैं।
एक request में 50 तक multimodal assets जोड़ें—images, video clips, audio और text को मिलाते हुए—जो Seedance 2.0 की 12 reference cap से चार गुना बढ़ोतरी है। Green screen footage और 3D white model references भी स्वीकार किए जाते हैं, जिससे directors को blocking और camera paths पर सटीक नियंत्रण मिलता है। Characters, products, wardrobe और brand style मॉडल द्वारा generate किए गए हर scene में स्थिर बने रहते हैं।
Seedance 2.5 audio और video को एक ही latent space में co-generate करता है, इसलिए music, dialogue और sound effects बाद में dub नहीं किए जाते। Lip sync, footsteps और score default रूप से सही frames पर आते हैं, जो ByteDance के unified joint audio and video architecture का सीधा परिणाम है। Talking head dialogue से लेकर music driven edits तक, clips sound के साथ पहले से attached और publish के लिए ready आते हैं।
यदि आपकी campaign कई markets में जाती है, तो मॉडल titles, captions और subtitles को सीधे frame में render करता है, जिसमें Chinese, English, Spanish, Arabic, Japanese और Korean सहित प्रमुख languages शामिल हैं। Stray subtitle artifacts और unwanted background music को generation time पर suppress किया जाता है, इसलिए clips साफ़ आते हैं। Global audiences के लिए localized cuts को अब अलग typesetting या cleanup pass की ज़रूरत नहीं रहती।
Prompt से सीधे, Seedance 2.5 plain language में वर्णित pans, dolly moves, orbit shots और focus pulls के साथ multi shot sequences stage करता है। Subjects हर cut में अपनी identity बनाए रखते हैं, इसलिए scripted scene disconnected clips के बजाय planned coverage जैसा चलता है। Storyboard driven teams मॉडल को written shot list दे सकती हैं और ऐसा footage वापस पा सकती हैं जो पहले से उससे match करता हो।
किसी product को swap करना है, background element ठीक करना है, या किसी actor को replace करना है? Seedance 2.5 केवल आपके द्वारा specify किए गए region को rewrite करता है, जबकि original camera motion, lighting direction और scene composition को सुरक्षित रखता है। Subject बदल सकता है जबकि scene वैसा ही रहता है, या same subject के आसपास scene बदल सकता है। Revision rounds का मतलब अब full regeneration नहीं है, जिससे turnaround time और per call spend दोनों घटते हैं।
Crowded scenes coherent रहते हैं: ByteDance ने दिखाया कि मॉडल केवल image assets से दस से अधिक actors को direct कर सकता है, जबकि हर face और costume stable बना रहता है। Physical behavior भी अधिक मजबूत है, जिसमें motion, contact और material interaction पहले के Seedance versions की तुलना में real world logic का अधिक ईमानदारी से पालन करते हैं। यह reliability multi character short drama और product demonstrations को production में चलाने के लिए कहीं अधिक सुरक्षित बनाती है।
Resolution 720p drafts से लेकर 10 bit color वाले native 4K तक जाता है, और 4K frame को बाद में upscale करने के बजाय सीधे generate किया जाता है। Hair strands, stitching और fabric weave जैसी fine structures full delivery quality पर भी सुरक्षित रहती हैं। Teams lower tiers पर तेज़ी से iterate कर सकती हैं, फिर approved cut को broadcast और large screen campaigns के लिए 4K में render कर सकती हैं।
We fed the exact same prompt to Seedance 2.5, Google Veo 3.1, and Seedance 2.0, so you can judge motion, physics, and consistency side by side before you call the Seedance 2.5 API.
[Style] Japanese TV Game Show (Live-Action Broadcast), two-player competitive comedy, multi-camera live broadcast, 4K photorealistic photography, high-saturation summer colors, entirely real-time with no slow motion [Duration] About half a minute [Aspect Ratio] 16:9 horizontal [Set] A sunny outdoor large leisure pool. The entire course strictly advances from the left side of the frame to the right. At the far left, two same-height starting platforms are set side by side: the foreground red course belongs to Character A, the background blue course belongs to Character B. The two parallel courses are identical in structure: Segment 1 is a high overhead zipline track descending from left to right, with a two-hand grip bar and a round soft foot-pad hanging beneath the pulley; Segment 2 is a small disk 2.2 meters in diameter spinning continuously at a steady speed; Segment 3 is three soft hexagonal floating blocks that bob up and down and tilt side to side; Segment 4 is a short, slick, curved slide. At the far right, the two slides feed side by side into a single giant red-and-yellow disk 6 meters in diameter, with a low soft divider strip between the entrances to keep the two from colliding on entry. The final large disk is mounted on an underwater motor axle, rotating clockwise steadily throughout, its surface bearing a yellow sumo circle, a red outer ring, and a thin film of water, with no railing at the edge and clear pool water all around. The background has palm trees, a large water slide, lighting rigs, a commentator's booth, and temporary stands packed with spectators. [Characters] Character A @ Image 1, Character B @ Image 2; keep the face, hairstyle, body type, and athletic variety-competition outfit from each reference image, unchanged throughout. Character A has a red soft sumo pad fixed at the waist; Character B has a blue soft sumo pad fixed at the waist; the pads are present from the opening through the fall into the water. [Fixed Rules] Character A and Character B always advance simultaneously from the left of the frame to the right. Character A stays fixed on the foreground red course, Character B on the background blue course; before reaching the final large disk, lane switching, crossing, head-on sliding, and collisions are forbidden. Both characters' head orientation, sliding direction, jump direction, and the camera's advancing direction all stay left-to-right. The position, count, color, size, and connection relationship of the two courses stay unchanged throughout. Both small disks and the final large disk keep rotating clockwise in every shot they appear in, and must not suddenly stop or reverse. At the opening, both characters' hair and clothes are dry; Character B becomes naturally soaked only after being pushed off the large disk into the water by Character A; Character A remains on the disk at the end and may only be hit by a few water droplets. The fixed final result is Character A wins and Character B falls into the water. Shot 1: Side-by-Side Start (Front Side Master Wide, ENG Camera) The camera sits at the front side of the pool, capturing in a front-side wide the two side-by-side starting platforms at left, the two parallel courses, and the continuously rotating large disk at the far right all at once. Character A stands on the foreground red platform, Character B on the background blue platform, both facing right. Character A grips the red zipline bar, leans forward, and shouts: "Zettai katsu!" (I'm definitely going to win!) Character B grips the blue zipline bar, turns her head toward A, and replies: "Makenai yo!" (I won't lose!) A two-way buzzer sounds simultaneously, and both push off their platforms to the right in sync. Commentator: "Futari dōji sutāto! Heisō kōsu no saki wa kaiten dohyō desu!" (Both start at the same time! At the end of the parallel courses is a rotating ring!) SFX: starting buzzer, spectator countdown, and a full-arena cheer. Shot 2: Twin-Track Side-by-Side Slide (Side Dolly Track L→R) A track camera moves right at the same speed as the two, the two zipline tracks staying parallel; Character A in the foreground, Character B in the background, both gripping the bars with both hands and standing on the soft foot-pads. Character A starts a bit faster, her body pulled into a backward-leaning straight line by the speed; Character B's foot-pad sways side to side, so she bends her knees and tightens her legs, sliding while pointing forward at A. Character B shouts: "Matte!" (Wait for me!) Character A looks back and laughs: "Hayaku!" (Hurry up!) Approaching the landing zone, Character B swings her body back and forth to catch up by half a body length; they arrive nearly side by side, but always keep two separate front-and-back tracks — no crossing, no collision. SFX: high-speed twin-zipline slide, wind, character shouts, and spectator laughter. Shot 3: Side-by-Side Spinning Small Disks (Fixed Side Two-shot) A fixed side medium-wide captures both the red and blue small disks at once, clearly showing both spinning clockwise, with the final large disk still rotating far to the right of the frame. Character A lets go first and drops onto the foreground red small disk, her soles carried backward by the disk surface; she spreads her arms and takes rapid reverse mini-steps, steadying herself after a quarter turn. Character B slips as she lands on the background blue small disk and sits straight down on the wet surface, carried half a turn in a seated pose by the disk; she braces her hands on the surface, pushes off with her feet, and springs up with the spin to stand again. Character B laughs: "Suwacchatta!" (I sat down!) Commentator: "A wa antei! B wa suwatta mama isshū shisō da!" (A is steady! B nearly did a full turn while sitting!) SFX: low-frequency motor hum, sole friction, muffled soft-disk thuds, and roaring spectator laughter. Shot 4: Parallel Floating-Block Jumps and Slide Entry (Side Tracking L→R) The side track camera keeps tracking left to right, the foreground red floating blocks and background blue floating blocks staying parallel, both characters always advancing in the same direction. Character A crosses the three red-and-yellow blocks in succession: one-foot tap on the first, both feet on the second, the third tilting right; her upper body tips sideways and she taps the water with her right hand for leverage, then immediately pushes up onto the red slide. When Character B crosses the three blue-and-yellow blocks, the second one suddenly sinks; her left foot steps into shallow water and her arms windmill wildly; she doesn't fall in, and rides the momentum to kneel on the third block, then pushes herself up with both hands to flop onto the blue slide. Character A slides right lying prone on the foreground slide, arms extended forward; Character B slides right in a seated pose on the background slide, feet first and hands flailing. The two slide onto the far-right large disk simultaneously through the two side-by-side entrances, the soft divider strip ensuring they don't collide. Character A lands in the front half of the disk, Character B in the back half; both are carried sideways by the clockwise disk, then push back to return to the yellow sumo circle. Lines: Character A: "Saki ni tsuita!" (I got here first!) Character B: "Hobo dōji!" (It was basically at the same time!) SFX: floating blocks hitting water, splashes, slide friction, and continuous spectator gasps. Shot 5: Rotating-Disk Sumo Opening (High Front 3/4 Wide) A high front-diagonal wide captures the full final large disk, the yellow sumo circle, the red outer ring, and the surrounding pool; the disk keeps rotating clockwise, the thin film of water reflecting the sunlight. Character A and Character B each get up amid the rotation, are carried two steps sideways to the right by the disk, then take reverse mini-steps at the same time back to the yellow circle. They face each other, lower their centers of gravity, spread their feet, and grip each other's shoulders and the soft waist pads. Character A shouts: "Shōbu!" (Let's settle this!) Character B replies: "Kakatte koi!" (Bring it on!) Commentator: "Saigo wa kaiten dohyō de suijō sumō!" (The finale is water sumo on the rotating ring!) SFX: match gong, disk motor, and rhythmic spectator clapping. Shot 6: Three Rounds of Hilarious Shoving (Broadcast Rapid Cuts, Real-time) Round one uses a fixed disk-side camera: Character A pushes forward first, Character B dodges sideways along the disk's rotation; A overshoots and takes three steps on the red outer ring before braking, arms windmilling. Hard cut to a central front medium shot: Character B seizes the chance to ram Character A with her blue waist pad, and A is pushed into sitting on the wet surface, but pushes off backward with both feet to slide back to the yellow circle without falling in. Hard cut to an overhead top shot of the disk: the two grip each other's shoulder pads again and turn half a circle together with the disk; Character B's right foot suddenly slips and A is dragged into spinning too, the two spinning in place as if joined together, then letting go at the same time and staggering off in opposite directions. Character A pants and laughs: "Me ga mawaru!" (I'm getting dizzy!) Character B replies: "Mada mada!" (Not yet!) Commentator: "Oshite iru no ka, mawasarete iru no ka wakarimasen!" (I can't tell anymore whether they're pushing or just being spun by the disk!) SFX: wet-shoe friction, the puff of soft pads colliding, and spectator laughter; entirely real-time, no slow motion, no replay. Shot 7: Character A's Feint Pushes Character B Into the Water (Front Side Master Shot) A fixed front-side wide captures both characters, the disk edge, and the water directly below all at once, the large disk still rotating clockwise. Character B lowers her body and charges straight at Character A; A pretends to slip and retreat, letting B keep accelerating. Nearing the disk's red outer ring, A suddenly steps to the side in the direction of the rotation, B lunges into empty space, her body turning side-on to the disk edge. Character A immediately pushes both hands against Character B's blue waist pad, shoulder pressed below the pad, and takes two steps forward; she contacts only the soft pad and the shoulder — no head or neck, no striking. Character B backpedals fast on the wet surface, her first step onto the red outer ring, her second step's heel sliding off the disk; her hands grab at empty air, and her body falls backward into the pool under gravity, throwing up a big splash. Character B shouts as she falls: "Uwaaaah!" (Whoaaaa—!) Commentator: "A no feinto seikō! B ga ochita—!" (A's feint worked! B fell in—!) SFX: rapid sole friction, the muffled thud of the soft pad, the splash of entry, and an eruption of arena cheers. Shot 8: Water-Surface Reaction and Winning Finish (Water-level Two-shot → Wide Pull-back) A water-level two-shot: Character B surfaces face and shoulders out of the water, her hair and clothes naturally soaked, wipes the water from her face, and looks up at Character A still on the disk. Character A stands at the center of the disk and raises both arms in celebration: "Yattā!" (I won!) The disk keeps turning, and as she celebrates her feet slip and her body tips toward the edge; she immediately kneels and braces one hand on the disk, staying on it by a hair without falling in. Character B laughs and splashes water upward with both hands, the spray reaching only Character A's arms and face, and shouts: "Tsugi wa makenai!" (I won't lose next time!) The camera slowly pulls into a wide: Character A kneels laughing on the still-rotating large disk, Character B splashes in the water, and the spectators stand up and applaud. Commentator: "Shōsha wa A! Saigo made yudan dekimasen!" (The winner is A! You can't let your guard down until the very end!) SFX: big cheer, applause, laughter, and a closing gong. [Audio] Throughout, thinly lay a fast-paced game-show BGM in the style of a Japanese large-scale variety special. Spectator cheers, laughter, applause, buzzers, twin-zipline sounds, disk motors, sole friction, floating blocks hitting water, slide friction, soft-pad collisions, and the splash of the fall are all strictly synced. Character A, Character B, and the commentator speak natural, clear Japanese with lip-synced lines; during lines, the BGM and spectator sounds automatically duck, no other characters' dialogue is added, and no subtitles are generated. [Camera and Editing] Natural multi-camera TV broadcast, hard cuts only, entirely real-time with no slow motion, no replay, no freeze frames. The whole piece maintains a left-to-right 180-degree axis: Character A fixed on the foreground red course, Character B on the background blue course; the slide, jump, floating-block, and slide cameras all track sideways to the right, and reverse shooting that would make a character appear to walk backward is forbidden. After reaching the final disk, the disk edge, water surface, and the two characters' relative positions stay continuous across cuts. All disk shots must clearly show clockwise rotation. [Forbidden Throughout] Starting in opposite directions, head-on sliding, left-right lane crossing, character lane switching, character swapping, a third challenger, multi-person duplication, teleportation, positional regression, mid-air freezing, body deformation, adding or removing hands or feet, passing through props, grabbing the head or neck, striking, and dangerous collisions. The two courses and the final large disk must not change position, count, color, or size; the small disks and the final large disk must not stop, reverse, or speed up and slow down erratically. Character B must not be fully soaked before falling in; Character A must not fall in and may only be splashed by a little water at the end. The finale must be Character A pushing Character B off the disk edge into the water. Outfits do not fall off, tear, turn transparent, or shift excessively. No real show names, TV station names, company names, sponsors, trademarks, subtitles, show logos, station bugs, watermarks, meaningless text, or garbled characters appear.
Generated with Seedance 2.5 on Atlas Cloud
Generated with HappyHorse 1.1 on Atlas Cloud
Generated with Seedance 2.0 on Atlas Cloud
Generate a 16:9, ultra-photorealistic, cinema-grade high-action cooking commercial with the feel of a live-action Japanese fantasy film, paced at roughly half a minute. [Overall Visual] Warm golden cinematic color grading with a slight pink lean; gold lanterns, deep crimson wooden structures, warm shadows, with cool blue moonlight occasionally spilling through the castle windows. The image is refined, opulent, and full of life — real skin, real fabric, real food and steam. Movement is fast, fluid, and rhythmic, but must obey real physics. [Sound] No background music. Keep only: clacking mahjong tiles, footsteps, rustling fabric, dough slapping, knife cuts, boiling water, flame, clattering pots and bowls, the character's breathing, and a small amount of dialogue. The sound starts quiet and gradually grows dense, then suddenly falls silent when the finished dish appears. [Fixed Protagonist] Always the same young, beautiful East Asian woman — slender, with long dark hair tied in a loose high ponytail and soft loose strands framing her face. She wears a fitted short-sleeved white chef's top with delicate pink embroidery, a deep crimson waist sash, and a knee-length black tiered skirt with fitted safety shorts underneath; white socks and red shoes. Natural, soft makeup. She is confident, agile, playful and cute, with a touch of charming mischief, but never overly sexualized. She is both a martial-arts performer and a professional noodle chef. Her outfit, hairstyle, and face must stay consistent throughout the high-speed action, and she occasionally looks directly into the camera to smile or wink. [Fixed Supporting Characters] A giant, round, baby-like castle spirit wearing a silk bib; a tall humanoid frog in a formal Japanese robe; a small talking fox wearing a pink scarf; several masked attendants; and a few elderly castle cooks. All characters must be original and live-action cinematic in quality, imitating no existing film or TV character. [Part 1 | Castle Mahjong Room] A huge Japanese castle room with deep crimson wooden pillars, paper lanterns, and carved screens, with a mahjong table at the center. An extreme close-up captures the protagonist's slender fingers moving swiftly among the mahjong tiles, fingertips tapping lightly with a crisp sound. The camera glides along the tile faces up to her eyes. She slowly lifts her gaze, looks straight into the camera, the corners of her mouth curling up, and says: "Time to eat." She suddenly flicks a mahjong tile toward the camera. The camera pulls back at high speed, tracking the spinning tile through the air. The tile passes between the frog and the fox, and the camera whips a full loop around the mahjong table. The frog cries out: "Oh no!" The fox clutches its head: "Again?" The tile comes right up to the lens, fully covering the frame, and the spinning tile face naturally becomes a spinning ball of white dough. [Part 2 | Rush Into the Castle Kitchen] The camera follows the dough as it rushes into a massive castle kitchen. Steam billows, old cooks bustle, copper pots hang overhead, a giant cauldron boils, and vegetables, petals, flour, and firelight fill the space. The protagonist bursts in from the side of the frame at high speed and catches the dough one-handed. Riding the momentum, she spins, stretches the dough into a long band, slams it hard onto the wooden table, then flings it high into the air. The camera follows the dough straight up, then whirls rapidly around her. She passes beneath the dough and catches it behind her back with a reverse grip; she stretches, folds, slaps the table, spins, and tosses again in continuous motion. Each action makes the noodles thinner and longer. She braces one hand on the table edge and lightly vaults over a low bench; on landing she holds a half-crouch, arms pulled out to both sides, the long noodles forming a huge white arc behind her. [Part 3 | Noodle Martial Arts] She suddenly slides forward, her body passing between two gently swaying copper pots. The noodles wrap around the pots like ribbons but never stick or tangle. She performs a low spin, a quick rise, and an airborne twist in sequence, folding the noodles neatly in mid-air and slapping them onto a flour-dusted long table the instant she lands. A cloud of flour erupts. The image briefly enters slow motion: loose hair, skirt hem, and flour particles drifting in the golden light. The camera passes through the flour cloud to face her. Still pulling noodles at high speed, she casually glances at the camera and gives a playful wink. The fox runs past her carrying a large chunk of ginger, shouting: "Too fast!" The castle spirit claps excitedly, rattling a whole row of bowls so they hop lightly. The frog tries to imitate the noodle-pulling and gets tangled in its own noodles, letting out a panicked croak. [Part 4 | Ingredient Relay] A masked attendant slides a long cutting board across the table toward the protagonist. She presses it steady with her palm and turns with the motion. The fox tosses over the ginger; she catches it one-handed, drops it into a stone mortar, and quickly grinds it with a wooden pestle. An extreme close-up captures the ginger juice splashing. An old cook hands over some scallions. The protagonist spins to receive them, sets them steady on the cutting board, and cuts them into even fine bits at high speed. The knife touches only the cutting board and the ingredients — precise and safe. Rapid consecutive close-ups: the blade coming down; bright green scallion bits leaping up; ginger crushing in the mortar; rich broth poured into a copper pot; red chili oil blooming into a flower on the soup's surface; boiling bubbles reflecting her fast-moving figure. A pot lid is pushed up by the steam. She instantly catches the lid with a long-handled ladle, spins it half a turn, and sets it precisely back onto another pot. The metallic clang is clean and bright. [Part 5 | Cooking Noodles Over Fierce Flame] The protagonist scoops up the whole finished bundle of udon and sprints along the stove line. The camera stays low to the ground tracking her red shoes, then sharply lifts. She steps onto a low bench, uses it to leap, spreads her arms in the air, and throws the noodles in a huge white arc. The camera makes a full loop around her and the noodles. The noodles drop precisely into the boiling cauldron. Steam instantly floods the frame and transforms into a close-up inside the pot: the udon tumbling in the rolling water, smooth and springy on the surface. The castle spirit claps again and the stove flames suddenly leap higher. After landing, the protagonist circles half a turn around the cauldron, quickly stirs the noodles with long chopsticks, then lifts the whole batch out with a strainer. The camera follows the dripping noodles as they burst out of the steam. She leans back to dodge a flying ladle while tossing the noodles from the strainer toward a ceramic bowl in the air. The tall frog scrambles to reach out and finally catches the ceramic bowl steadily, breathing a sigh of relief. [Part 6 | Assembling the Bowl in Mid-Air] The fox slides a deep crimson lacquer tray down the long table. The protagonist takes the ceramic bowl from the frog with one hand and steadies the lacquer tray with the other. She spins in place and sets the bowl onto the fast-sliding tray. Immediately after, broth forms a golden line from a copper kettle and pours precisely into the bowl. The fox tosses scallion bits upward, and the protagonist sweeps them lightly with her palm so they fall over the udon like fine green rain. She then adds ginger, petals, and a drop of chili oil. The lacquer tray keeps sliding toward the camera. The protagonist, the fox, and the frog chase after it together in the background, forming a tense yet comical final dash.
Generated with Seedance 2.5 on Atlas Cloud
Generated with HappyHorse 1.1on Atlas Cloud
Generated with Seedance 2.0 on Atlas Cloud
चाहे आप 30 second का विज्ञापन एक ही take में निर्देशित कर रहे हों, पचास referenced assets को brand के अनुरूप रख रहे हों, या नए markets के लिए captions localize कर रहे हों, Seedance 2.5 API Atlas Cloud पर हर scenario को एक single API call में बदल देता है।
Seedance 2.5 एक single pass में 30 seconds तक का native video generate करता है, stitching की ज़रूरत नहीं होती। एक complete ad, trailer, या short drama scene को एक continuous shot के रूप में direct करें।
Seedance 2.5 API को character packs से लेकर brand kits और style boards तक, 50 multimodal references तक दें। किसी campaign का हर scene बार-बार correction rounds के बिना brand के अनुरूप बना रहता है।
Shot को दोबारा किए बिना किसी एक element को बदलना है? मज़बूत local editing आपको on demand किसी frame के एक region को फिर से draw करने देती है, जबकि आसपास की composition, subject motion, और lighting ठीक वैसी ही रहती है जैसी generate हुई थी।
On-screen text और multilingual subtitles frame के अंदर ही natively render होते हैं, इसलिए titles और captions के लिए अब अलग overlay pass की ज़रूरत नहीं रहती। Localization teams हर market के लिए वही scene cut कर सकती हैं।
Objects physical rules के अनुसार गिरते, collide करते और interact करते हैं, जबकि subjects पूरे clip में अपनी identity बनाए रखते हैं। यही reliability इसे product demos, sports action, और character-driven storytelling के लिए उपयुक्त बनाती है।
रिज़ॉल्यूशन त्वरित सोशल ड्राफ्ट के लिए 480p से लेकर प्रीमियम प्लेसमेंट के लिए अल्ट्रा HD 4K तक स्केल होता है। बिना किसी अलग अपस्केलिंग चरण के फ़ीड्स, वेब प्लेयर और बड़ी स्क्रीन पर एक ही अभियान वितरित करें।
सिंगल-पास क्लिप अवधि से लेकर रेफ़रेंस क्षमता और रिज़ॉल्यूशन तक, देखें कि Atlas Cloud पर होस्ट किए गए सबसे मज़बूत वीडियो मॉडल्स के सामने Seedance 2.5 API कहाँ स्पष्ट बढ़त लेता है।
| मॉडल | अधिकतम क्लिप अवधि (सिंगल पास) | मल्टीमॉडल रेफ़रेंस इनपुट | अधिकतम रिज़ॉल्यूशन | नेटिव ऑडियो | Atlas Cloud कीमत (मानक) |
|---|---|---|---|---|---|
| Seedance 2.5 | 30 सेकंड तक | 50 एसेट तक (इमेज, वीडियो, ऑडियो) | 4K तक | √ | $0.134 से शुरू |
| Seedance 2.0 | 15 सेकंड तक | 12 फ़ाइलें तक (इमेज, वीडियो, ऑडियो) | 4K तक | √ | $0.112 से शुरू |
| Kling v3.0 Pro | 15 सेकंड तक | - | 1080p | √ | $0.112 से शुरू |
| Veo 3.1 | प्रति पास 8 सेकंड तक | 3 इमेज तक | 1080p तक | √ | $0.20 से शुरू |
| Wan 2.7 | 15 सेकंड तक | 5 एसेट तक (इमेज और वीडियो) | 1080p तक | √ | $0.10 से शुरू |
कुछ ही मिनटों में शुरू करें — इन सरल चरणों का पालन करके Atlas Cloud प्लेटफ़ॉर्म के ज़रिए मॉडल इंटीग्रेट और डिप्लॉय करें।
atlascloud.ai पर साइन अप करें और वेरिफिकेशन पूरा करें। नए यूज़र्स को प्लेटफ़ॉर्म एक्सप्लोर करने और मॉडल टेस्ट करने के लिए फ्री क्रेडिट मिलते हैं।
बेजोड़ प्रदर्शन, स्केलेबिलिटी और विकास अनुभव के लिए उन्नत Seedance 2.5 मॉडल को Atlas Cloud के GPU त्वरण प्लेटफ़ॉर्म के साथ संयोजित करें।
कम विलंबता:
रियल-टाइम प्रतिक्रिया के लिए GPU-अनुकूलित इंफरेंसिंग।
एकीकृत API:
Seedance 2.5, GPT, Gemini और DeepSeek के लिए एक इंटीग्रेशन।
पारदर्शी मूल्य निर्धारण:
प्रति token बिलिंग, Serverless मोड का समर्थन।
डेवलपर अनुभव:
SDK, डेटा एनालिटिक्स, फाइन-ट्यूनिंग टूल और टेम्पलेट पूरी तरह से उपलब्ध हैं।
विश्वसनीयता:
99.99% उपलब्धता, RBAC अनुमति नियंत्रण, अनुपालन लॉगिंग।
सुरक्षा और अनुपालन:
SOC 2 Type II प्रमाणन, HIPAA अनुपालन, US डेटा संप्रभुता।
Seedance 2.5 API ByteDance के नवीनतम वीडियो जनरेशन मॉडल तक प्रोग्रामेटिक एक्सेस प्रदान करता है। यह एक ही पास में 30 सेकंड तक का नेटिव वीडियो बनाता है और 50 तक मल्टीमॉडल संदर्भ इनपुट स्वीकार करता है, जो पिछले Seedance संस्करणों से एक महत्वपूर्ण कदम है। यह अब Atlas Cloud पर उसी एकीकृत प्लेटफॉर्म के माध्यम से उपलब्ध है जो पहले से ही Seedance 2.0 और 1.5 को होस्ट करता है।
Short drama episodes, product ads, और brand films इसके सबसे स्वाभाविक उपयोग हैं: पूरा 30-second clip एक ही pass में मिल जाता है, इसलिए लंबी कहानियों को अब अलग-अलग generations से जोड़कर बनाने की ज़रूरत नहीं रहती। On-screen text भी इसकी एक बड़ी ताकत है, क्योंकि Seedance 2.5 titles, captions, और multilingual subtitles को सीधे frame के अंदर render करता है। बेहतर physics की वजह से crowds, water, और cloth पहले frame से आखिरी frame तक स्वाभाविक रूप से चलते दिखते हैं।
atlascloud.ai पर साइन अप करें और अपने डैशबोर्ड से एक API कुंजी बनाएं। Seedance 2.5 API अब उसी प्लेटफॉर्म पर उपलब्ध है जो पहले से ही Seedance 2.0 और 1.5 को होस्ट करता है, इसलिए आप इसे तुरंत कॉल कर सकते हैं, और पुराने संस्करणों के लिए लिखा गया कोड केवल मॉडल का नाम बदलकर काम करता है।
एक ही request में 50 तक multimodal references जोड़े जा सकते हैं, जिनमें images, video clips, और audio को मिलाया जा सकता है। क्या आपको कोई character, product, या environment हर shot में बिल्कुल समान रखना है? उसे reference assets से anchor करें, और Seedance 2.5 पूरे 30 seconds तक उसकी identity बनाए रखता है। इसी वजह से creative teams reference system को इसकी सबसे खास विशेषता मानती हैं।
Seedance 2.5 API 480p से लेकर 4K तक आउटपुट देता है। प्रॉम्प्ट्स (prompts) पर पुनरावृत्ति करते समय 480p पर तेज़ी से ड्राफ़्ट तैयार करें, फिर स्पष्ट डिलीवरी के लिए उसी अनुरोध को 4K पर फिर से चलाएँ। पहलू अनुपातों और मापदंडों की पूरी सूची Atlas Cloud पर Seedance 2.5 API संदर्भ में प्रलेखित है।
हाँ। Seedance 2.5 targeted editing को और मजबूत करता है, इसलिए prompt किसी मौजूदा clip के एक subject, object, या region को बदल सकता है, जबकि आसपास की composition और motion वैसी ही बनी रहती है। इससे पूरे scene को regenerate किए बिना product बदलना, wardrobe adjust करना, या किसी एक element को fix करना व्यावहारिक हो जाता है।
Native clip length 15 से बढ़कर 30 seconds हो जाती है, और reference capacity 50 multimodal assets तक बढ़ती है। Controllability इसका कम दिखाई देने वाला लेकिन अहम upgrade है: complex motion में physics ज़्यादा स्थिर दिखती है, characters और products shots के बीच अपनी identity बनाए रखते हैं, और in-frame text व multilingual subtitles Seedance 2.0 की तुलना में ज़्यादा साफ़ render होते हैं। कुल मिलाकर, ये बदलाव model को clip generation से आगे बढ़ाकर complete short-form production की दिशा में ले जाते हैं।
Seedance 2.5 API बाकी Seedance परिवार के समान ही पारदर्शी, उपयोग के अनुसार भुगतान (pay-as-you-go) बिलिंग का उपयोग करता है, जिसमें कोई सदस्यता या न्यूनतम प्रतिबद्धता नहीं है। रिज़ॉल्यूशन के अनुसार वर्तमान प्रति-जेनरेशन दरों के लिए Atlas Cloud पर Seedance 2.5 मॉडल पृष्ठ देखें। आज ही निर्माण शुरू करें।
Atlas Cloud का भरपूर लाभ उठाने में मदद करने वाली गाइड, ट्यूटोरियल और प्रोडक्ट अपडेट।