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Post-trained variant · 480P and 768P · Synchronized audio

MiniMax H3 Max AI Video Generator

H3 Max ranks #1 for overall quality, prompt understanding, and aesthetics, and generates a five-second video in under three seconds.

Text to VideoImage to VideoReference to Video
Prompt *Describe your vision

BLACK MIRROR TIDEFLATS / THE COLLAPSING SEA-CATHEDRAL. Style: 8K cinematic. Photorealistic, no 3D render, no game engine, no game-cutscene aesthetic.

Loading full prompt...
Prompt Expansion Mode Balanced
Generate Video · 30 Credits

One continuous take, no cuts

BLACK MIRROR TIDEFLATS / THE COLLAPSING SEA-CATHEDRAL

Five to fifteen seconds
480P or 768P at 24 FPS
Synchronized audio in one pass

See What MiniMax H3 Max Can Create

Explore six demonstrations with the full source prompt available on every card. Open any prompt to read or copy its complete direction.

Cinematic Sequence

A single take through a collapsing seascape

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.

Retro Gameplay

A side-scrolling city run

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.

Spoken Scene

A direct-to-camera kitchen line

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.

Clay Animation

A scarfed frog serves pancakes

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.

Nature Macro

A hummingbird pauses at a flower

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 Close-up

Espresso forming in macro detail

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.

What Is MiniMax H3 Max?

MiniMax H3 Max is a post-trained variant of the open-weight MiniMax H3 video model.

Additional training data targets aesthetics and prompt adherence, with infrastructure optimized for faster generation. H3 Max is not a separate official tier released by MiniMax: MiniMax produced the H3 base, while H3 Max is a specialized variant built for speed and prompt adherence.

The model is designed for rapid text-to-video, image-to-video, and reference-to-video work at 480P or 768P. Standard MiniMax H3 remains the appropriate option for 2K output and video editing.

MiniMax H3 Max Key Features

Each capability is paired with a demonstration that shows the behavior in a finished clip.

Camera & Motion

Direct the camera as precisely as the action

A low tracking shot can follow a scooter down a steep street while keeping the rider framed through the turn. The scene carries the requested speed into the background, body lean, camera path, and synchronized engine sound.

First & Last Frame

Connect two stills with continuous movement

Start with one image and optionally define the final frame. In this example, a balloon on damp morning grass rises into a wide aerial view, with the burner, wind, and upward motion carried through as one uninterrupted shot.

Character Consistency

Keep a character recognizable across cuts

The same person appears in six locations while the time, setting, and lighting change. Hair, clothing, facial features, and proportions remain coherent from a bright Victorian street to a sunset office scene within one generation.

Native Audio

Create the soundtrack in the same generation

Dialogue, ambience, foley, music, and environmental sound can be generated alongside the image. Describe the audio with the scene so timing and picture arrive together instead of requiring a separate synchronization pass.

Art Direction

Carry one visual language through the sequence

A defined art direction can persist while the scene changes. This 15-second example moves through six animated Greek-vase shots while retaining its palette, linework, gold accents, and hand-set lettering from beginning to end.

Prompt Adherence

Keep requested beats in their written order

H3 Max focuses its post-training on closer prompt adherence. Ordered actions are more likely to appear in sequence, while requested on-screen words are rendered more clearly. Specific directions give the model more structure to preserve.

MiniMax H3 Max vs MiniMax H3

Choose according to the workflow. H3 Max emphasizes fast 768P iteration, while standard H3 supports a broader toolset and higher resolution.

CapabilityH3 MaxStandard H3
Best fitSpeed and prompt adherenceResolution and broader control
Resolution480P / 768PUp to 2K
Text and image to videoYesYes
Reference to videoNot a launch endpointYes
Video editingNot a launch endpointYes
AudioSynchronizedSynchronized

How to Use MiniMax H3 Max

Four decisions take you from a first prompt to a reviewable clip. Keep each draft focused on one short sequence.

01

Pick text, image, or reference input

Start with text when the model should build the scene, upload opening and optional closing frames when the look is decided, or add image, video, and audio references to guide identity, motion, style, and sound.

02

Write the shot in order

List what happens beat by beat: subject, action, camera move, lighting, and sound. Put events in playback order and call out anything that must stay the same throughout.

03

Choose output settings

For a first draft, use 768P, five to ten seconds, and Balanced prompt expansion. Switch to 480P for faster iteration, or extend to fifteen seconds only when the scene needs the extra time.

04

Fix one issue per rerun

Check event order, camera path, on-screen text, character consistency, and audio sync. Change the weakest instruction once, then generate again before stacking more edits.

MiniMax H3 Max FAQ

Clear answers about the model's origin, output limits, reported speed, audio, and differences from standard H3.

What is MiniMax H3 Max?+

MiniMax H3 Max builds on the open-weight MiniMax H3 video model with additional post-training. The variant targets closer prompt adherence, stronger aesthetics, improved audio-visual output, and faster inference.

Is H3 Max an official model released by MiniMax?+

MiniMax developed the H3 base model. Additional post-training shaped the H3 Max variant and optimized the serving system for faster generation.

What resolution and duration does H3 Max support?+

Available outputs are 480P or 768P at 24 FPS, with clip lengths from five to fifteen seconds. Text-to-video and reference-to-video offer six aspect ratios, while image-to-video uses the proportions of the uploaded image.

Does MiniMax H3 Max support 2K?+

No. H3 Max is offered at 480P and 768P. Standard MiniMax H3 is the appropriate option when the workflow requires 2K output.

Can MiniMax H3 Max animate an image?+

Yes. Upload an opening image and describe how the scene should move. An optional final image can define where the generated shot should end.

Can MiniMax H3 Max use reference media?+

Yes. Reference-to-video accepts images, videos, and audio files together with a prompt. A request can include up to 12 assets: nine images, three videos, and three audio files.

How are H3 Max reference-to-video credits calculated?+

Output costs 1 credit per second at 480P or 2 credits per second at 768P. Each reference image adds 1 credit. Reference video adds 1 credit per second at 480P or 2 credits per second at 768P. Reference audio does not add a separate charge.

Does H3 Max generate audio?+

Yes. Dialogue, ambience, foley, music, and sound effects can be generated in sync with the video.

How fast is MiniMax H3 Max?+

Model inference is reported below three seconds for a five-second 768P clip. The complete wait may be longer because uploads, prompt expansion, queues, safety checks, and delivery happen outside inference.

MiniMax H3 Max or standard MiniMax H3?+

H3 Max suits fast 480P or 768P text-to-video, image-to-video, and reference-to-video generation with an emphasis on prompt adherence. Standard H3 remains the appropriate option for 2K output and video-editing workflows.

Get Started

Make Your First MiniMax H3 Max Video

Open the H3 Max generator, start from text or an image, and turn a five-to-fifteen-second brief into a 768P clip with synchronized sound.