Before everyone jumps in the benchmaxxing comments, I genuinely find the pelicans a great bit of fun and whimsy amongst the chaos.
Interesting how low detail these were all up until xhigh.
Re:Claude Fable 5.2 and Mythos 5.2
by tetraodonpuffer on Monday November 09, 2026 @03:52PM
(#50431952)
low detail but even high had the legs correctly one behind and one in front of the frame, don't remember other models getting it correctly at this low level of effort
There's no legs on low and medium.
High gets legs correctly, but screws up the layering on the chain.
x-high is very good but there are minor laying error with the front chainring.
I don't know, for me they lost the fun and whimsy aspect too, a long time ago. They have converged on more-or-less the same design (facing right, pastel color palette, etc.). Some of the lower-effort ones are a bit goofy at least, but now even that is being polished away.
Seems like the higher levels just add more spontaneous detail. Like the "fingers" on xhigh. Comports with coding experience.
Simon has there been other times where the front and rear wheels have been offset in rotation? The xhigh effort one is the first I’ve noticed of this
It's a bit underwhelming, to be honest. And the fact that curves are not C-continuous where they obviously should be is disappointing. I think they are holding back with the real capability they could implement.
The fidelity of these pelicans is going to be based on whether the frontierlab has an RL setup specifically for making SVG images, lol
I know the latest Gemini release explicitly had something like this.
Re:Claude Fable 5.2 and Mythos 5.2
by BrokenCogs on Monday November 09, 2026 @04:18PM
(#50432310)
In practice why would anyone use fable low?
I added a second iteration with the simple prompt
"Make it more realistic"
Well, the result is something. Be aware that it took 20 minutes and used 3 percent of my weekly Fable token (Ultra plan):
https://claude.ai/public/artifacts/c7e842c0-bf92-41af-82c6-3...
https://tools.simonwillison.net/markdown-svg-renderer?url=ht...
max is in there too, but it ran out of reasoning tokens (128,000 limit) before it got to the actual SVG.