How to use this guide #
Each artifact has:
- Looks like: how to recognize it
- Usual causes: why it happens
- Prevent: what to do before or during generation
- Fix: what to do after generation
- Hide: editorial tricks when a fix isn't possible
General rules:
- Re-roll is a fix, not a strategy. If a shot fails the same way three times, change the approach (reference image, shorter clip, simpler action, a different model) rather than the seed.
- Fix at the earliest stage. Repairing a start frame is cheaper than repairing 120 frames of video.
- Score by impact. A flaw in the hero shot matters more than one in a 12-frame cutaway.
Tool names below are examples current as of October 2026. See Creator Tools for up-to-date options.
Quick reference #
| Artifact | Category | Severity | First thing to try |
|---|---|---|---|
| Identity drift | Consistency | High | Character reference or LoRA, plus image-to-video from a locked frame |
| Wardrobe and prop drift | Consistency | Medium–High | Character sheet references, shorter clips |
| Style drift | Consistency | Medium | Style reference, a unifying grade |
| Location drift | Consistency | Medium | Establish with a key frame, use image-to-video |
| Flicker | Temporal | Medium | Lower denoise, temporal smoothing, deflicker |
| Morphing and melting | Temporal | High | Simpler action, shorter clip, motion control |
| Boiling textures | Temporal | Low–Medium | Upscaler with temporal consistency, grain overlay |
| Hands and fingers | Anatomy | High in close-up | Inpaint the frame, then crop or recompose |
| Faces and eyes | Anatomy | High | Face detailer, reference image |
| Teeth and mouths | Anatomy | Medium | Avoid open-mouth close-ups, lip-sync pass |
| Extra or missing limbs | Anatomy | High | Pose control, inpaint |
| Physics errors | Motion | Medium–High | Clear cause and effect, cut around the moment |
| Floaty motion | Motion | Medium | Motion reference, speed ramp, a heavier edit |
| Camera warping | Camera | Medium | One camera move per shot |
| Garbled text | Detail | Medium | Composite real text in post |
| Lighting inconsistency | Light | Medium | State light direction in every prompt, relight |
| Wrong depth of field | Optics | Low–Medium | Post focus tools, depth map blur |
| Mouth mush (lip sync) | Audio-visual | High for dialogue | Dedicated lip-sync model, angle choice |
| Audio artifacts | Sound | Medium | Dialogue repair, re-record or regenerate |
| Over-smoothing ("AI sheen") | Look | Low–Medium | Grain, halation, texture, lower CFG |
| Overcooked images | Look | Medium | Lower CFG or guidance, fewer LoRAs |
| Upscale hallucination | Finishing | Medium | Precise rather than creative upscale mode |
| Interpolation warping | Finishing | Medium | Lower target fps, interpolate only slow shots |
| Compression banding | Delivery | Low–Medium | 10-bit masters, dither, higher bitrate |
1. Consistency artifacts #
Identity drift #
- Looks like: a character's face, age, ethnicity, hairline or build changes between shots, or within one shot.
- Usual causes: relying on text descriptions; long clips; big angle changes; mixing models.
- Prevent:
- Build a character sheet (front, three-quarter, profile, expressions).
- Use character or subject references, or train a character LoRA.
- Generate a locked key frame, then animate it with image-to-video.
- Keep clips short.
- Fix: face detailer or face restoration using the reference; regenerate only the affected frames; inpaint.
- Hide: cut to a different angle at the drift point, use a reaction shot, or keep the face smaller in frame.
Wardrobe and prop drift #
- Looks like: a jacket changes color, buttons appear or vanish, a mug becomes a glass, a sword changes length.
- Usual causes: props and costume not described or referenced in every shot.
- Prevent: add costume and props to the character sheet; reuse the exact same wording and references; keep a continuity bible.
- Fix: inpaint or object-replacement tools on the first frame, then regenerate the motion.
- Hide: frame the prop out, or use an insert shot made separately.
Style drift #
- Looks like: one shot is painterly and the next photoreal; the film grain or palette changes from shot to shot.
- Usual causes: different sessions, models or prompts; style words placed at the front of the prompt and overriding everything else.
- Prevent: a fixed style reference image and style block; one model per sequence where possible.
- Fix: a unifying color grade, a consistent grain and texture overlay, shot matching.
- Hide: a motivated transition such as a dream sequence or a new location.
Location drift #
- Looks like: the room's layout changes between angles, windows move, the city skyline shifts.
- Usual causes: video models don't keep a persistent 3D memory of the space they generated, so every new angle is a new guess.
- Prevent:
- Generate an establishing key frame, then derive other angles from it with multi-reference or camera-angle tools.
- Draw a simple floor plan.
- Consider a 3D blockout (Blender, Unreal) or a captured Gaussian splat, and use depth or edge control.
- Fix: composite a consistent background plate; replace the set by outpainting from the master.
- Hide: tighter shots with shallow depth of field so less background shows.
2. Temporal artifacts (video) #
Flicker #
- Looks like: brightness, texture or small details pulse from frame to frame.
- Usual causes: frame-by-frame image-to-image processing, high denoise in video-to-video, unstable upscaling.
- Prevent: use native video models rather than per-frame image passes; lower the denoise strength; use temporally aware upscalers.
- Fix: a deflicker plugin (e.g. in Resolve), temporal noise reduction, frame blending on static areas.
- Hide: add film grain, which masks low-level flicker.
Morphing and melting #
- Looks like: objects or bodies change shape without reason; a hand merges into a cup; people blend together when they cross.
- Usual causes:
- Complex or overlapping action.
- Too many subjects.
- Long clips.
- Fast motion.
- Stacked camera moves.
- Prevent: one clear action per shot; fewer subjects; shorter durations; motion or pose control; avoid characters crossing in front of each other.
- Fix: trim to the clean frames; regenerate from the last clean frame with first/last-frame conditioning; paint and roto.
- Hide: cut on action just before the morph; a cutaway; motion blur.
Boiling or crawling textures #
- Looks like: fabric, foliage, hair, water or skin texture "swims" while the subject is still.
- Usual causes: detail regenerated every frame without temporal coherence; aggressive creative upscaling.
- Prevent: generate at the model's native resolution; choose temporally consistent upscalers.
- Fix: temporal denoise; mask static regions from a held frame; a lighter upscale pass.
- Hide: grain, slight softening, and shallower depth of field on backgrounds.
3. Anatomy artifacts #
Hands and fingers #
- Looks like: extra or missing fingers, fused digits, bending in impossible directions.
- Usual causes: hands are small, varied and often hidden in training data.
- Prevent: pose control with hand keypoints; simple hand poses; hands holding objects (which constrains them); avoid hand close-ups unless you're prepared to fix them.
- Fix: inpaint hands on the key frame before animating; hand-specific detailers; roto and paint for video.
- Hide: pockets, gloves, holding props, framing the hands out, motion blur.
Faces and eyes #
- Looks like: asymmetric eyes, misaligned pupils, dead stares, skin like wax.
- Usual causes: faces small in frame; a low-resolution first pass; no reference.
- Prevent: generate faces large enough in frame; use references; check catchlights (no eye light looks lifeless).
- Fix: a face detailer pass; eye inpainting; adding catchlights in the composite.
- Hide: wider shots, profile angles, sunglasses and hats where they suit the story.
Teeth and mouths #
- Looks like: too many teeth, a single tooth band, smeared lips during speech.
- Prevent: closed-mouth expressions for stills; a dedicated lip-sync pass for dialogue.
- Fix: inpaint the mouth region; lip-sync tools (see Mouth mush below).
Extra, missing or merged limbs #
- Prevent: pose control (OpenPose/DWPose); simpler staging; avoid tangled poses such as hugging, dancing and fighting without control inputs.
- Fix: inpaint, roto and paint; regenerate with pose guidance.
- Hide: crop, cutaway, or a faster cut.
4. Motion and physics #
Physics errors #
- Looks like: liquids pour wrong; objects pass through each other; gravity lags; footsteps slide ("skating").
- Usual causes: models learn appearance more reliably than physical cause and effect.
- Prevent: show cause and effect in separate shots (action, then result); keep interactions simple; use real or simulated reference footage with video-to-video.
- Fix: replace elements with stock or practical footage; composite simulated FX.
- Hide: cut away at the moment of contact and show the result. Editors used this trick long before AI.
Floaty or weightless motion #
- Looks like: characters drift, move at a constant speed with no anticipation, or land without impact.
- Usual causes: no sense of weight or timing; slow-motion bias in many models.
- Prevent: prompt for speed and force ("quick," "heavy," "stumbles"); use motion transfer from your own acted reference.
- Fix: speed ramps; trimming frames from the start of moves; adding impact through sound design and camera shake.
- Diagnose with: the 12 principles of animation (anticipation, follow-through, slow in and slow out).
Camera warping #
- Looks like: parallax breaks, buildings bend during a move, the background stretches.
- Usual causes: stacked moves (orbit + push + tilt); extreme focal lengths; long moves.
- Prevent: one camera move per shot; moderate speed; camera-control features or camera LoRAs.
- Fix: stabilize; trim to the clean section; replace the background with a stable plate.
5. Detail and optics #
Garbled text and signage #
- Looks like: nonsense letters, warped logos, text that changes every frame.
- Prevent: models with strong text rendering for stills; keep text minimal in video prompts.
- Fix: composite real text in post (motion-tracked if needed). Text-editing nodes can sometimes repair on-screen text.
- Rights note: make sure no real brand names or logos appear by accident.
Lighting inconsistency #
- Looks like: key light switches sides between shots; shadows point different ways; skin tones jump.
- Prevent: state the light direction and source in every prompt for the scene ("warm key from screen-left window, cool rim from behind"); keep a lighting diagram.
- Fix: relighting tools; normal and depth estimation for 2.5D relighting; grading power windows.
Wrong or missing depth of field #
- Looks like: everything is sharp when the shot calls for shallow focus, or focus sits on the wrong subject.
- Fix: post-focus tools (e.g. Resolve's AI CineFocus); blur driven by a depth map; a rack focus made in post.
6. Audio-visual sync and sound #
Mouth mush (lip-sync failure) #
- Looks like: mouth shapes don't match sounds, especially plosives (P, B, M) and closures; the mouth region blurs; the jaw floats.
- Prevent:
- Clean, well-recorded dialogue audio.
- Front or three-quarter angles.
- Faces large enough in frame.
- Avoid fast head turns during lines.
- Fix: dedicated lip-sync models (LatentSync, MuseTalk and similar); regenerate with native-audio video models; cut to over-the-shoulder or reaction shots for difficult lines.
- Check: watch the dialogue at 50% speed with sound on.
Audio artifacts #
- Looks like (sounds like): metallic or robotic voice texture, breaths in odd places, music that changes key or tempo, inconsistent room tone.
- Fix: dialogue repair tools (de-noise, de-reverb); add consistent room tone; regenerate with a better voice model or re-record; edit music on bar lines.
- Check: listen once on headphones and once on phone speakers.
7. Look and finishing #
Over-smoothing ("AI sheen") #
- Looks like: plastic skin, overly clean surfaces, everything evenly lit and perfectly saturated.
- Fix: film grain; halation; subtle diffusion; lower CFG; prompt for texture and imperfection; a grade with real contrast choices.
Overcooked or oversaturated images #
- Looks like: crunchy edges, neon colors, extreme contrast, burned highlights.
- Usual causes: CFG or guidance too high; too many LoRAs or LoRA weights too high.
- Fix: lower guidance; reduce LoRA strength; regenerate; pull it back in the grade.
Upscale hallucination #
- Looks like: new details invented by the upscaler (extra wrinkles, changed textures, altered faces).
- Fix: use precise or restoration upscaling modes for faces and key details, and creative modes only for backgrounds; compare against the original at 100%.
Interpolation warping and the "soap opera effect" #
- Looks like: rubbery in-between frames on fast motion; video that looks too smooth.
- Fix: interpolate only slow shots; keep a 24 fps delivery for a filmic feel; don't interpolate across cuts.
Compression banding and blocking #
- Looks like: stepped gradients in skies and shadows; blocky dark areas after upload.
- Fix: work and master in 10-bit; add fine grain or dither before export; use adequate bitrate; see the Finishing & Delivery Checklist.
8. Review passes #
Watch your film several times, each time looking for one thing only:
- Faces pass: identity, eyes, mouths
- Hands and bodies pass: fingers, limbs, poses
- Continuity pass: wardrobe, props, screen direction, eyelines, lighting direction
- Edges pass: where subjects meet backgrounds, especially in composites
- Motion pass: physics, weight, camera warping
- Text pass: every sign, screen and label
- Sound pass: sync, artifacts, levels
- Full-screen pass: watch on the largest screen you have, then on a phone
Log each issue with a timestamp, artifact name and severity (High, Medium, Low). Fix the Highs, decide on the Mediums, and accept the Lows that a normal viewer won't notice.
9. When to keep an artifact #
Not every artifact is a mistake. Surreal or glitch aesthetics can be deliberate. Treat an artifact as a style when it is:
- Consistent: it appears throughout, not randomly
- Motivated: it fits the tone, world or theme
- Disclosed: your breakdown says it was intentional
Judges are asked to check intent before scoring a stylized artifact as a flaw (see the Critique Rubric §4).