Kling 4.0 Notes and Examples
Posted: Fri Oct 16, 2026 5:16 am
The main takeaways so far are the cohesive 30s outputs (which brings it up to current standards), significantly longer prompt length and very high adhesion. The movements feel crisper and it doesn't lose as much detail, notably not melting into an orange glow with successive outputs. It seems to be better at maintaining the environment, but it still has trouble coming up with it's own material cohesively.
I prefer to work with keyframes rather than Omni, but if you are working with elements, it's much better at using them together.
My current struggle is that the prompts _have_ to be very detailed to make use of the longer input length. Without it, Kling 4.0 tends to do... very little. Whereas it is more liberal in interpreting prompts with 3.0, 4.0 can be disappointing and stilted if you don't give it specific actions.
I also don't like the new Kling interface. The loss of custom multishot from the UI hurts. But the default prompt is very good at implementing multishot timings, so it hasn't lost that function.
Specific for QS, this may be the most realistic mud texture interaction. It is finally able to work with a greater range of textures, notably the flat viscous surface, without reverting to water. This alone is the biggest breakthrough in Kling's algorithm.
I prefer to work with keyframes rather than Omni, but if you are working with elements, it's much better at using them together.
My current struggle is that the prompts _have_ to be very detailed to make use of the longer input length. Without it, Kling 4.0 tends to do... very little. Whereas it is more liberal in interpreting prompts with 3.0, 4.0 can be disappointing and stilted if you don't give it specific actions.
I also don't like the new Kling interface. The loss of custom multishot from the UI hurts. But the default prompt is very good at implementing multishot timings, so it hasn't lost that function.
Specific for QS, this may be the most realistic mud texture interaction. It is finally able to work with a greater range of textures, notably the flat viscous surface, without reverting to water. This alone is the biggest breakthrough in Kling's algorithm.