工作流 /
图像 /
FREE!! 免费!!MOSS Pro Grade | 专业级工作流 with Image Edit 🖼️, 🥅 Controlnet, and all the other stuff

FREE!! 免费!!MOSS Pro Grade | 专业级工作流 with Image Edit 🖼️, 🥅 Controlnet, and all the other stuff
FREE!! 免费!!MOSS Pro Grade | 专业级工作流 with Image Edit 🖼️, 🥅 Controlnet, and all the other stuff
This is an advanced workflow designed for those familiar with ComfyUI who want pro grade results. It is custom node heavy and has numerous options designed for those who want granular control over their end result. I enc…
图像
287 个节点 1,994 次使用 lonecatone23 1 MB
需要的权重
这个工作流引用了 1 个权重文件,其中 0 个能在本站模型库里找到。
Lonecat's Pro MOSS Image V7.0 (2).json
模型库暂未收录
节点构成
GetNode
× 34
LCNote
× 26
SetNode
× 22
LCLabel
× 15
LCAnySwitch
× 9
LCPreviewMask
× 7
LC Bypasser
× 6
LCPreviewImage
× 6
Fast Groups Bypasser (rgthree)
× 6
LCControlPanel
× 6
LCPromptToConditioning
× 5
Bookmark (rgthree)
× 5
LCVRAMCacheClear
× 5
LCPositive
× 5
LCPipeOut
× 4
LCDepthAnythingV2
× 4
官方标注的模型
flux2-vae.safetensorsmoss-color-depth-control.safetensorsqwen3.5_9b_uncensored_bf16.safetensors
工作流 JSON
和上面「下载工作流 JSON」是同一份文件。
1{
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18 "flags": {
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23 "mode": 0,
24 "inputs": [
25 {
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27 "type": "*",
28 "link": 44289
29 }
30 ],
31 "outputs": [
32 {
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34 "type": "*",
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37 ]
38 }
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40 "title": "Set_RD Post Stop",
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43 "aux_id": "kijai/ComfyUI-KJNodes",
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45 "ue_properties": {
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47 "version": "7.5.2",
48 "input_ue_unconnectable": []
49 }
50 },
51 "widgets_values": [
52 "RD Post Stop"
53 ],
54 "widgets_values_named": {
55 "Constant": "RD Post Stop"
56 },
57 "color": "#233",
58 "bgcolor": "#355"
59 },
60 {
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62 "type": "CFGGuider",
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70 ],
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73 "pinned": true
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77 "inputs": [
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80 "type": "MODEL",
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82 },
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88 {
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92 },
93 {
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108 ]
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147 "mode": 0,
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154 ],
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163 ],
164 "title": "Set_Rough Draft",
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168 "previousName": "Rough Draft",
169 "ue_properties": {
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173 }
174 },
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178 "widgets_values_named": {
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180 },
181 "color": "#2a363b",
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183 "shape": 2
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185 {
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216 ]
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223 "enableTabs": false,
224 "tabWidth": 65,
225 "tabXOffset": 10,
226 "hasSecondTab": false,
227 "secondTabText": "Send Back",
228 "secondTabOffset": 80,
229 "secondTabWidth": 65,
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232 "version": "7.5.2",
233 "input_ue_unconnectable": []
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240 "widgets_values_named": {
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242 "sampling": "flow"
243 },
244 "color": "#222",
245 "bgcolor": "#000",
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247 },
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250 "type": "LCNotify",
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258 ],
259 "flags": {
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263 "mode": 0,
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270 }
271 ],
272 "outputs": [
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276 "links": [
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278 ]
279 }
280 ],
281 "title": "Notify 🔊",
282 "properties": {
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284 "ver": "5832ec12d24dc0e316809e990ca4bb50852e4b72",
285 "Node name for S&R": "LCNotify",
286 "ue_properties": {
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288 "input_ue_unconnectable": [],
289 "version": "7.8"
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292 "widgets_values": [
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298 "widgets_values_named": {
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300 "volume": 1,
301 "file": "dragon-studio-2.mp3",
302 "▶ preview": null
303 },
304 "color": "#649632",
305 "bgcolor": "#649632"
306 },
307 {
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328 "link": 44057
329 }
330 ],
331 "outputs": [
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335 "links": null
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337 ],
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379 {
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383 },
384 {
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388 },
389 {
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397 ],
398 "outputs": [
399 {
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404 ]
405 }
406 ],
407 "title": "CFG Guider High",
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412 "ue_properties": {
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423 },
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452 },
453 {
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460 "link": null
461 },
462 {
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465 "type": "INT",
466 "widget": {
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474 "type": "FLOAT",
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479 },
480 {
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483 "type": "FLOAT",
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487 "link": null
488 },
489 {
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491 "name": "cfg_2",
492 "type": "FLOAT",
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495 },
496 "link": null
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526 ]
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534 },
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556 ],
557 "title": "LC Sampler Configure ⚙️",
558 "properties": {
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594 },
595 "color": "#707070",
596 "bgcolor": "#707070"
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624 }
625 ],
626 "title": "Get_📐 pipe",
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642 },
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667 ]
668 }
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670 "title": "Get_Prompt Tag",
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674 "ue_properties": {
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685 }
686 },
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800 },
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830 "link": null
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832 {
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838 "outputs": [
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2176 "text": "**Sizing:**\n- Turn **max resolution** down if you are low on **VRAM.**\n- 🗑️ in, 🗑️ out. Use good-quality images.\n- Use **LC Get Image 📐** when you need aspect ratio and megapixels.\n- ⚠️ Watch the original size. If the image is small and **use image aspect ratio** is on, it will process at that size.\n\n**Proportion**\n- Use **crop** to fill the frame, **resize** to keep the whole picture.\n\n**I2I works.** MOSS has no edit mode, so the picture is a starting point, not a reference.\n- 💡 Lower **denoise** (0.5 - 0.7) keeps the composition. At 1.0 only the size is used."
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2179 "text": "**尺寸:**\n- 如果 **VRAM** 不够,调低 **max resolution**。\n- 🗑️ 进,🗑️ 出。请使用高质量的图像。\n- 需要宽高比和百万像素时,使用 **LC Get Image 📐**。\n- ⚠️ 注意原图尺寸。如果图像很小,并且开启了 **use image aspect ratio**,就会按那个尺寸处理。\n\n**比例**\n- 用 **crop** 填满画面,用 **resize** 保留整张图。\n\n**I2I 可用。**MOSS 没有编辑模式,所以图片只是起点,不是参考。\n- 💡 调低 **denoise**(0.5 - 0.7)可以保持构图。到 1.0 时只会用到尺寸。\n",
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2181 "srcTitle": "💡Hints:"
2182 },
2183 "ja": {
2184 "text": "**サイズ:**\n- **VRAM** が足りないときは **max resolution** を下げてください。\n- 🗑️ in, 🗑️ out。質の良い画像を使ってください。\n- アスペクト比とメガピクセルが必要なときは **LC Get Image 📐** を使います。\n- ⚠️ 元のサイズに注意。画像が小さくて **use image aspect ratio** がオンだと、そのサイズのまま処理されます。\n\n**プロポーション**\n- フレームいっぱいに埋めるなら **crop**、全体を残すなら **resize** を使います。\n\n**I2I も使えます。** MOSS には edit モードがないので、画像は参照ではなく出発点になります。\n- 💡 **denoise** を下げる(0.5 - 0.7)と構図が保たれます。1.0 ではサイズしか使われません。",
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2186 "srcTitle": "💡Hints:"
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2188 "ko": {
2189 "text": "**크기:**\n- **VRAM**이 부족하면 **max resolution**을 낮추세요.\n- 🗑️ in, 🗑️ out. 품질 좋은 이미지를 쓰세요.\n- 종횡비와 메가픽셀이 필요하면 **LC Get Image 📐**를 쓰세요.\n- ⚠️ 원본 크기를 확인하세요. 이미지가 작은데 **use image aspect ratio**가 켜져 있으면 그 크기로 처리됩니다.\n\n**비율**\n- 프레임을 꽉 채우려면 **crop**, 그림 전체를 유지하려면 **resize**를 쓰세요.\n\n**I2I도 됩니다.** MOSS에는 edit 모드가 없어서, 이미지는 참조가 아니라 출발점일 뿐입니다.\n- 💡 **denoise**를 낮추면(0.5 - 0.7) 구도가 유지됩니다. 1.0에서는 크기만 사용됩니다.",
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2196 "zh": "💡提示:",
2197 "ja": "💡ヒント:",
2198 "ko": "💡힌트:"
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3687 "text": "## LC Vision Caption 📝\n\n**LC Vision Loader 🔬**:\n- ⚠️ This auto downloads the model you choose on the first run, so it will take several minutes.\n- The model selector shows your already downloaded options as well as available downloads.\n\n**LC Vision Caption 📝**:\n- 💡 The node analyzes the image and detects subject, pose, clothing, setting, lighting, color, composition, and mood, not just a one-line summary.\n- Each reference gets its own label (`<Reference 1>`, `<Reference 2>`, `<Reference 3>`), described individually instead of mashed into one blob. 😎\n- `style_tag` pushes the description toward a specific visual style regardless of what the reference actually looks like.\n\n**💡 Analyzing 3 images at once**\n- Custom prompt: \"Analyze <Reference 1>, <Reference 2>, and <Reference 3> individually: describe each one's subject, setting, lighting, and mood. Then compare all three and note the key similarities and differences between them.\"\n- The model addresses each picture by its own label instead of blending them together."
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3690 "text": "## LC Vision Caption 📝\n\n**LC Vision Loader 🔬**:\n- ⚠️ 首次运行会自动下载你选择的模型,所以要等几分钟。\n- 模型选择器会同时显示你已下载的选项和可下载的选项。\n\n**LC Vision Caption 📝**:\n- 💡 这个节点会分析图片,识别主体、姿势、服装、场景、光线、色彩、构图和情绪,而不只是一句话的概括。\n- 每张参考图都有自己的标签(`<Reference 1>`、`<Reference 2>`、`<Reference 3>`),分别描述,而不是糊成一团。😎\n- `style_tag` 会把描述推向某种特定的视觉风格,不管参考图实际是什么样。\n\n**💡 一次分析 3 张图**\n- 自定义提示词:\"Analyze <Reference 1>, <Reference 2>, and <Reference 3> individually: describe each one's subject, setting, lighting, and mood. Then compare all three and note the key similarities and differences between them.\"\n- 模型会按各自的标签称呼每张图片,而不是把它们混在一起。",
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3695 "text": "## LC Vision Caption 📝\n\n**LC Vision Loader 🔬**:\n- ⚠️ 選んだモデルは初回実行時に自動でダウンロードされるので、数分かかります。\n- モデルセレクターには、ダウンロード済みのものとダウンロード可能なものが表示されます。\n\n**LC Vision Caption 📝**:\n- 💡 このノードは画像を分析して、被写体、ポーズ、服装、場所、ライティング、色、構図、ムードを検出します。一行の要約だけではありません。\n- 各リファレンスには個別のラベル(`<Reference 1>`、`<Reference 2>`、`<Reference 3>`)が付き、ひとかたまりにせず1枚ずつ説明されます。😎\n- `style_tag` は、リファレンスの実際の見た目に関係なく、説明を特定のビジュアルスタイルに寄せます。\n\n**💡 3枚を同時に分析する**\n- Custom prompt: \"Analyze <Reference 1>, <Reference 2>, and <Reference 3> individually: describe each one's subject, setting, lighting, and mood. Then compare all three and note the key similarities and differences between them.\"\n- モデルは各画像をそれぞれのラベルで呼び、混ぜ合わせません。",
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3699 "ko": {
3700 "text": "## LC Vision Caption 📝\n\n**LC Vision Loader 🔬**:\n- ⚠️ 처음 실행할 때 선택한 모델을 자동으로 다운로드하므로 몇 분 걸립니다.\n- 모델 선택기에는 이미 다운로드한 옵션과 다운로드할 수 있는 옵션이 함께 표시됩니다.\n\n**LC Vision Caption 📝**:\n- 💡 이 노드는 이미지를 분석해서 피사체, 포즈, 의상, 배경, 조명, 색감, 구도, 분위기를 감지합니다. 한 줄 요약에 그치지 않습니다.\n- 각 참조에는 고유한 라벨(`<Reference 1>`, `<Reference 2>`, `<Reference 3>`)이 붙고, 하나로 뭉뚱그리지 않고 개별적으로 묘사됩니다. 😎\n- `style_tag`는 참조가 실제로 어떻게 생겼든 상관없이 묘사를 특정 비주얼 스타일 쪽으로 밀어 줍니다.\n\n**💡 이미지 3장을 한 번에 분석하기**\n- 커스텀 프롬프트: \"Analyze <Reference 1>, <Reference 2>, and <Reference 3> individually: describe each one's subject, setting, lighting, and mood. Then compare all three and note the key similarities and differences between them.\"\n- 모델이 그림들을 섞지 않고 각각의 라벨로 따로 다룹니다.",
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4871 "_w": 356,
4872 "_h": 356,
4873 "ue_properties": {
4874 "widget_ue_connectable": [],
4875 "version": "7.8",
4876 "input_ue_unconnectable": []
4877 }
4878 },
4879 "widgets_values": [
4880 "{\"filename\":\"Logo no background_00001_.png\",\"subfolder\":\"\"}"
4881 ],
4882 "widgets_values_named": {
4883 "_image_path": "{\"filename\":\"Logo no background_00001_.png\",\"subfolder\":\"\"}"
4884 },
4885 "color": "#fff0",
4886 "bgcolor": "#fff0"
4887 },
4888 {
4889 "id": 3674,
4890 "type": "LCImageToTotalMegapixels",
4891 "pos": [
4892 -5600,
4893 -3060
4894 ],
4895 "size": [
4896 320,
4897 150
4898 ],
4899 "flags": {
4900 "collapsed": true,
4901 "pinned": true
4902 },
4903 "order": 123,
4904 "mode": 4,
4905 "inputs": [
4906 {
4907 "name": "image",
4908 "type": "IMAGE",
4909 "link": 50180
4910 }
4911 ],
4912 "outputs": [
4913 {
4914 "name": "image",
4915 "type": "IMAGE",
4916 "links": []
4917 },
4918 {
4919 "name": "resolution",
4920 "type": "INT",
4921 "links": [
4922 49957,
4923 49968
4924 ]
4925 },
4926 {
4927 "name": "megapixels",
4928 "type": "FLOAT",
4929 "links": null
4930 }
4931 ],
4932 "properties": {
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7881 "text": "# LC123 Settings ⚙️\n\n**Where are they?** Open **Settings** (the gear), then **LC123 Settings ⚙️**. There are five sections: **Align**, **Connections**, **Notes**, **Optimization** and **Performance**.\n\n- 💡 Missing a setting? Restart ComfyUI, then press **Ctrl+F5** so the browser loads the new files.\n\n---\n\n### 📐 Align\n\n**Align tool**\n- Default: **On**\n- The switch for the whole tool. Off = no **Align** button (the LC logo) in the top toolbar and none of the features below.\n- With it on, the **Align** button turns Align on or off **for the open workflow**: light gray with the red flame = on, dark gray with a gray flame = off.\n - That on/off is saved in the workflow. Save it with Align on and it opens with Align on, even on a fresh ComfyUI.\n - Every workflow tab keeps its own. Switch tabs and the tool follows that tab (on in one, off in the other, no mix-ups).\n - Turning it on or off counts as a change to the workflow, so you get the unsaved dot.\n- Nodes snap to **Node lines**, groups snap to **Group lines**. A line lights up when you get close.\n- Works on the classic canvas and in **Nodes 2.0**.\n- **Snap distance** is ComfyUI's own **Snap to grid size** (Settings > Lite Graph > Canvas). Smaller grid = tighter snap. New lines land on that grid too.\n - **Shift** while dragging hands the drag to ComfyUI's own grid snap (no line snap). With **Always snap to grid** on, a line snap still wins on the axis it caught.\n\n**Rulers**\n- Default: **On**\n- Rulers on the top and left edge while Align is on:\n - **Left click** a ruler: adds a **Node line** (blue). Nodes snap to it.\n - **Right click** a ruler: adds a **Group line** (orange). Groups snap to it.\n - Click a line's marker again to remove it. Drag a marker to move it.\n- Lines save with the workflow.\n\n**Line reveal distance (px)**\n- Default: **120**\n- Lines stay invisible until the cursor or whatever you drag gets this close.\n\n**Also snap to other nodes and groups**\n- Default: **Off**\n- On = also snap to other nodes' edges and centers (no line is shown for those).\n\n---\n\n### 🔌 Connections\n\n**Connection FX**\n- Default: **Off**\n- While you drag a wire, every socket it can plug into glows in its socket color.\n- Get close and rings pulse out of the socket. Closer = bigger and brighter.\n- **Connection FX reach (px):** how close the cursor has to be before the rings start. Default 160.\n- **Connection FX zoomed-out glow (%):** zoomed out, every valid socket glows brighter so you can find it. Default 60.\n- Classic canvas only. With **Nodes 2.0** on it stays out of the way.\n\n---\n\n\n\n---\n\n### 🩺 Optimization\n\n**Optimization report**\n- One button. It pans the canvas by itself for a few seconds, times what every pack in the open workflow draws and runs, and scans their files.\n- You get a list of what slows your canvas down, biggest first, sorted into:\n - **That pack's own settings** (the exact setting name, where it lives and its current value)\n - **LC123 optimization settings**\n - **ComfyUI settings**\n - **Sidebar tabs**\n - **Required to function** (no setting, it is how that pack works)\n- Only node packs used in the open workflow are analyzed.\n- Every setting it suggests is checked against its current value:\n - ⚠️ big gain · ✅ worthwhile gain · 💡 small gain\n - ⚪ already set · ➖ does not apply · ℹ️ required, no setting for it\n- **Show last run:** the button at the top flips to the previous report. Each new run also shows what got faster and which fixes are done since last time.\n - Only the last run is kept (it survives a refresh). Each run replaces it.\n- Nothing is changed. (Keep the mouse still while it runs.)\n- 💡 Also in the right-click menu on the empty canvas.\n\n---\n\n### ⚡ Performance\n\nThese only change what you see on the canvas. Generation, VRAM, **Save Image** and every **IMAGE** output stay full resolution. (A lighter preview never means a lighter image.)\n\n| Setting | Default | What it does |\n|---|---|---|\n| **Remove wipe** | Off | Turns off the hover A/B wipe on LC image FX nodes. The last result still shows. |\n| **Half-resolution previews** | Off | Draws FX previews at half size. Less work while panning. |\n| **Clamp longest side** | Off | Shrinks on-node previews so the longest side fits **Max edge**. |\n| **Max edge (px)** | 768 | Only used when **Clamp longest side** is on. Range 256 to 2048. Try 512 on heavy graphs. |\n| **No preview when collapsed** | On | Collapsed FX nodes skip drawing their preview. |\n| **Hide FX on-node previews** | Off | Hides every LC image FX preview. |\n| **Recent colors** | On | Keeps your last 8 custom colors in the right-click **Colors** menu. Adds a Custom picker if Custom Scripts is not installed. |\n| **Skin Beauty full preview override** | On | **LC Skin Beauty** keeps a full-quality preview even with half-res or clamp on, so you can still zoom into skin. Wipe still follows **Remove wipe**. |\n| **LoRA loader info button** | On | Shows the ℹ button on each **LC LoRA Loader** row. Trigger words come from the LoRA file itself (no internet). Turn off to declutter. |\n| **Preview distance (px)** | 40 | Like node text, an on-node image switches off when you zoom out far enough that it is drawn smaller than this. Smaller previews switch off first. 0 = always draw. |\n\n**Never affected:** **LC Image Compare 🔎**, **LC Image Split 🖼️** and **LC Dynamic Overlay** keep their full preview and wipe no matter what (only **Preview distance** switches them off when zoomed far out).\n\n**Suggested setups**\n- **Normal use:** leave everything at default.\n- **Laggy graph:** turn on **Half-resolution previews** and **Clamp longest side** (Max edge 512). Keep **No preview when collapsed** on.\n- **Lightest canvas:** turn on **Hide FX on-node previews**. Use **Image Compare** or **Image Split** when you need to see a before/after.\n- 💡 Changes apply on the next redraw. Pan the canvas a little, no restart needed.\n\n---\n\n\"True Nothing is. Permitted Everything is\"- Yoda Auditore, Assassin's Wars\n\n"
7882 },
7883 "zh": {
7884 "text": "# LC123 Settings ⚙️\n\n**在哪里?** 打开 **Settings**(齿轮),然后找 **LC123 Settings ⚙️**。共有五个部分:**Align**、**Connections**、**Notes**、**Optimization** 和 **Performance**。\n\n- 💡 找不到某个设置?重启 ComfyUI,然后按 **Ctrl+F5**,让浏览器加载新文件。\n\n---\n\n### 📐 Align\n\n**Align tool**\n- 默认:**开**\n- 整个工具的总开关。关 = 顶部工具栏里没有 **Align** 按钮(LC 标志),下面所有功能也都没有。\n- 打开后,**Align** 按钮用来**为当前打开的工作流**开关 Align:浅灰色带红色火焰 = 开,深灰色带灰色火焰 = 关。\n - 这个开关状态会保存在工作流里。开着 Align 保存,之后即使在全新的 ComfyUI 里打开也是开着的。\n - 每个工作流标签页各自独立。切换标签页,工具会跟着该标签页走(一个开一个关,不会混)。\n - 开关会算作对工作流的修改,所以会出现未保存的小圆点。\n- 节点吸附到 **Node lines**,分组吸附到 **Group lines**。靠近时线会亮起来。\n- 在经典画布和 **Nodes 2.0** 中都能用。\n- **Snap distance** 就是 ComfyUI 自带的 **Snap to grid size**(Settings > Lite Graph > Canvas)。网格越小,吸附越紧。新线也会落在这个网格上。\n - 拖动时按 **Shift** 会把拖动交给 ComfyUI 自带的网格吸附(不吸附到线)。开启 **Always snap to grid** 时,在已被线吸住的那个轴上,线吸附仍然优先。\n\n**Rulers**\n- 默认:**开**\n- Align 开启时,顶部和左侧边缘会显示标尺:\n - 在标尺上**左键点击**:添加一条 **Node line**(蓝色)。节点会吸附到它。\n - 在标尺上**右键点击**:添加一条 **Group line**(橙色)。分组会吸附到它。\n - 再次点击线的标记可删除。拖动标记可移动。\n- 线会随工作流保存。\n\n**Line reveal distance (px)**\n- 默认:**120**\n- 线一直不可见,直到光标或你拖动的东西靠近到这个距离。\n\n**Also snap to other nodes and groups**\n- 默认:**关**\n- 开 = 还会吸附到其他节点的边缘和中心(这些不会显示线)。\n\n---\n\n### 🔌 Connections\n\n**Connection FX**\n- 默认:**关**\n- 拖动连线时,每个它能接入的接口都会以接口自己的颜色发光。\n- 靠近时,接口会向外脉冲出圆环。越近 = 越大越亮。\n- **Connection FX reach (px):** 光标要靠多近圆环才开始出现。默认 160。\n- **Connection FX zoomed-out glow (%):** 缩小视图时,每个有效接口会更亮,方便你找到。默认 60。\n- 仅限经典画布。开启 **Nodes 2.0** 时它会自动避开。\n\n---\n\n\n\n---\n\n### 🩺 Optimization\n\n**Optimization report**\n- 一个按钮。它会自己平移画布几秒钟,测量当前工作流里每个包的绘制和运行耗时,并扫描它们的文件。\n- 你会得到一份拖慢画布的清单,最慢的排最前,分为:\n - **该包自己的设置**(确切的设置名、所在位置和当前值)\n - **LC123 优化设置**\n - **ComfyUI 设置**\n - **侧边栏标签页**\n - **功能必需**(没有设置项,这个包本来就是这样工作的)\n- 只分析当前工作流里用到的节点包。\n- 它建议的每个设置都会对照当前值检查:\n - ⚠️ 收益很大 · ✅ 值得的收益 · 💡 收益较小\n - ⚪ 已设置 · ➖ 不适用 · ℹ️ 必需,没有对应设置\n- **Show last run:** 顶部的按钮可切换到上一份报告。每次新运行还会显示相比上次哪些变快了、哪些修复已经完成。\n - 只保留最近一次(刷新后仍在)。每次运行会替换它。\n- 不会更改任何东西。(运行期间请保持鼠标不动。)\n- 💡 在空白画布上右键菜单里也有。\n\n---\n\n### ⚡ Performance\n\n这些只改变你在画布上看到的内容。生成、VRAM、**Save Image** 以及每个 **IMAGE** 输出都保持完整分辨率。(预览变轻不代表图像变轻。)\n\n| 设置 | 默认 | 作用 |\n|---|---|---|\n| **Remove wipe** | 关 | 关闭 LC 图像 FX 节点上悬停的 A/B 擦除对比。最后一次的结果仍会显示。 |\n| **Half-resolution previews** | 关 | 以一半大小绘制 FX 预览。平移时负担更轻。 |\n| **Clamp longest side** | 关 | 缩小节点上的预览,让最长边适配 **Max edge**。 |\n| **Max edge (px)** | 768 | 仅在 **Clamp longest side** 开启时使用。范围 256 到 2048。重型图表可试 512。 |\n| **No preview when collapsed** | 开 | 折叠的 FX 节点不绘制预览。 |\n| **Hide FX on-node previews** | 关 | 隐藏所有 LC 图像 FX 预览。 |\n| **Recent colors** | 开 | 在右键 **Colors** 菜单里保留你最近的 8 个自定义颜色。如果没装 Custom Scripts,会补上一个 Custom 取色器。 |\n| **Skin Beauty full preview override** | 开 | 即使开了半分辨率或限制尺寸,**LC Skin Beauty** 仍保留完整质量预览,方便你放大看皮肤。Wipe 仍遵循 **Remove wipe**。 |\n| **LoRA loader info button** | 开 | 在每个 **LC LoRA Loader** 行上显示 ℹ 按钮。触发词来自 LoRA 文件本身(无需联网)。关闭可让界面更简洁。 |\n| **Preview distance (px)** | 40 | 和节点文字一样,当你缩小到节点上的图像绘制尺寸小于这个值时,它就会关闭。较小的预览先关闭。0 = 始终绘制。 |\n\n**从不受影响:** **LC Image Compare 🔎**、**LC Image Split 🖼️** 和 **LC Dynamic Overlay** 无论如何都保留完整预览和擦除对比(只有 **Preview distance** 会在缩得很小时把它们关闭)。\n\n**推荐方案**\n- **正常使用:** 全部保持默认。\n- **图表卡顿:** 开启 **Half-resolution previews** 和 **Clamp longest side**(Max edge 512)。保持 **No preview when collapsed** 开启。\n- **最轻量的画布:** 开启 **Hide FX on-node previews**。需要看前后对比时用 **Image Compare** 或 **Image Split**。\n- 💡 修改会在下次重绘时生效。稍微平移一下画布即可,无需重启。\n\n---\n\n\"True Nothing is. Permitted Everything is\"- Yoda Auditore, Assassin's Wars\n\n",
7885 "src": "37d6a0d9",
7886 "srcTitle": "LC123 Settings ⚙️"
7887 },
7888 "ja": {
7889 "text": "# LC123 Settings ⚙️\n\n**どこにある?** **Settings**(歯車)を開き、**LC123 Settings ⚙️** を選びます。**Align**、**Connections**、**Notes**、**Optimization**、**Performance** の5つのセクションがあります。\n\n- 💡 設定が見当たらない? ComfyUI を再起動してから **Ctrl+F5** を押し、ブラウザに新しいファイルを読み込ませてください。\n\n---\n\n### 📐 Align\n\n**Align tool**\n- デフォルト: **On**\n- ツール全体のスイッチです。Off = 上部ツールバーの **Align** ボタン(LC ロゴ)も、以下の機能もすべてなくなります。\n- オンにすると、**Align** ボタンで**開いているワークフロー**の Align をオン/オフできます。ライトグレーに赤い炎 = オン、ダークグレーにグレーの炎 = オフです。\n - そのオン/オフはワークフローに保存されます。Align をオンにして保存すれば、新しい ComfyUI でもオンで開きます。\n - ワークフローのタブごとに独立して保持されます。タブを切り替えると、ツールもそのタブに従います(片方でオン、もう片方でオフ、混ざることはありません)。\n - オン/オフの切り替えはワークフローの変更として扱われるので、未保存のドットが付きます。\n- ノードは **Node lines** に、グループは **Group lines** にスナップします。近づくとラインが光ります。\n- クラシックキャンバスでも **Nodes 2.0** でも動作します。\n- **Snap distance** は ComfyUI 自体の **Snap to grid size**(Settings > Lite Graph > Canvas)です。グリッドが小さいほどスナップが細かくなります。新しいラインもそのグリッドに乗ります。\n - ドラッグ中に **Shift** を押すと、ドラッグが ComfyUI 自体のグリッドスナップに切り替わります(ラインスナップなし)。**Always snap to grid** がオンの場合でも、ラインに捕まった軸ではラインスナップが優先されます。\n\n**Rulers**\n- デフォルト: **On**\n- Align がオンのとき、上端と左端にルーラーが表示されます:\n - ルーラーを**左クリック**: **Node line**(青)を追加します。ノードがスナップします。\n - ルーラーを**右クリック**: **Group line**(オレンジ)を追加します。グループがスナップします。\n - ラインのマーカーをもう一度クリックすると削除されます。マーカーをドラッグすると移動できます。\n- ラインはワークフローと一緒に保存されます。\n\n**Line reveal distance (px)**\n- デフォルト: **120**\n- カーソル、またはドラッグ中のものがこの距離まで近づくまで、ラインは見えません。\n\n**Also snap to other nodes and groups**\n- デフォルト: **Off**\n- On = 他のノードの端や中心にもスナップします(それらのラインは表示されません)。\n\n---\n\n### 🔌 Connections\n\n**Connection FX**\n- デフォルト: **Off**\n- ワイヤーをドラッグしている間、接続可能なすべてのソケットが、そのソケットの色で光ります。\n- 近づくと、ソケットからリングが波打ちます。近いほど大きく、明るくなります。\n- **Connection FX reach (px):** リングが出始めるまでにカーソルがどれだけ近づく必要があるかです。デフォルトは 160。\n- **Connection FX zoomed-out glow (%):** ズームアウトしたとき、有効なソケットがより明るく光るので見つけやすくなります。デフォルトは 60。\n- クラシックキャンバス専用です。**Nodes 2.0** がオンのときは邪魔をしません。\n\n---\n\n\n\n---\n\n### 🩺 Optimization\n\n**Optimization report**\n- ボタンが1つあります。キャンバスを数秒間自動でパンし、開いているワークフロー内の各パックの描画と実行にかかる時間を計測し、そのファイルをスキャンします。\n- キャンバスを重くしているものが、影響の大きい順にリストされ、次のように分類されます:\n - **そのパック自身の設定**(正確な設定名、その場所、現在の値)\n - **LC123 optimization settings**\n - **ComfyUI settings**\n - **Sidebar tabs**\n - **Required to function**(設定なし、そのパックの仕組み上必要なもの)\n- 開いているワークフローで使われているノードパックだけが分析されます。\n- 提案されるすべての設定は、現在の値と照合されます:\n - ⚠️ 大きな効果 · ✅ 価値のある効果 · 💡 小さな効果\n - ⚪ 設定済み · ➖ 該当なし · ℹ️ 必須、設定なし\n- **Show last run:** 上部のボタンで前回のレポートに切り替わります。新しい実行のたびに、前回から速くなった点と、完了した修正も表示されます。\n - 保持されるのは最後の実行だけです(更新しても残ります)。実行のたびに置き換わります。\n- 何も変更されません。(実行中はマウスを動かさないでください。)\n- 💡 空のキャンバスを右クリックしたメニューにもあります。\n\n---\n\n### ⚡ Performance\n\nこれらはキャンバス上の見た目だけを変えます。生成、VRAM、**Save Image**、すべての **IMAGE** 出力はフル解像度のままです。(プレビューが軽くなっても、画像が軽くなることはありません。)\n\n| Setting | Default | 機能 |\n|---|---|---|\n| **Remove wipe** | Off | LC image FX ノードのホバー A/B ワイプをオフにします。最後の結果は表示されたままです。 |\n| **Half-resolution previews** | Off | FX プレビューを半分のサイズで描画します。パン中の負荷が減ります。 |\n| **Clamp longest side** | Off | ノード上のプレビューを、長辺が **Max edge** に収まるよう縮小します。 |\n| **Max edge (px)** | 768 | **Clamp longest side** がオンのときだけ使われます。範囲は 256 から 2048。重いグラフでは 512 を試してください。 |\n| **No preview when collapsed** | On | 折りたたまれた FX ノードはプレビューを描画しません。 |\n| **Hide FX on-node previews** | Off | すべての LC image FX プレビューを非表示にします。 |\n| **Recent colors** | On | 右クリックの **Colors** メニューに、最後に使った8色のカスタムカラーを保持します。Custom Scripts がインストールされていない場合は、Custom ピッカーを追加します。 |\n| **Skin Beauty full preview override** | On | half-res や clamp がオンでも **LC Skin Beauty** はフル品質のプレビューを保つので、肌にズームインして確認できます。ワイプは引き続き **Remove wipe** に従います。 |\n| **LoRA loader info button** | On | **LC LoRA Loader** の各行に ℹ ボタンを表示します。トリガーワードは LoRA ファイル自体から取得します(インターネット不要)。オフにするとすっきりします。 |\n| **Preview distance (px)** | 40 | ノードのテキストと同じように、ノード上の画像は、この値より小さく描画されるほどズームアウトするとオフになります。小さいプレビューから先にオフになります。0 = 常に描画。 |\n\n**影響を受けないもの:** **LC Image Compare 🔎**、**LC Image Split 🖼️**、**LC Dynamic Overlay** は、何があってもフルプレビューとワイプを保ちます(大きくズームアウトしたときだけ **Preview distance** でオフになります)。\n\n**おすすめのセットアップ**\n- **通常使い:** すべてデフォルトのままにします。\n- **グラフが重いとき:** **Half-resolution previews** と **Clamp longest side**(Max edge 512)をオンにします。**No preview when collapsed** はオンのままにします。\n- **キャンバスを最軽量にする:** **Hide FX on-node previews** をオンにします。Before/After を見たいときは **Image Compare** か **Image Split** を使います。\n- 💡 変更は次の再描画で反映されます。キャンバスを少しパンするだけで、再起動は不要です。\n\n---\n\n\"True Nothing is. Permitted Everything is\"- Yoda Auditore, Assassin's Wars",
7890 "src": "37d6a0d9",
7891 "srcTitle": "LC123 Settings ⚙️"
7892 },
7893 "ko": {
7894 "text": "# LC123 Settings ⚙️\n\n**어디 있나요?** **Settings**(톱니바퀴)를 열고 **LC123 Settings ⚙️**로 가세요. 다섯 개 섹션이 있어요: **Align**, **Connections**, **Notes**, **Optimization**, **Performance**.\n\n- 💡 설정이 안 보이나요? ComfyUI를 재시작한 다음 **Ctrl+F5**를 눌러 브라우저가 새 파일을 불러오게 하세요.\n\n---\n\n### 📐 Align\n\n**Align tool**\n- 기본값: **On**\n- 도구 전체의 스위치예요. Off = 상단 툴바의 **Align** 버튼(LC 로고)과 아래 기능이 모두 사라져요.\n- 켜 두면 **Align** 버튼이 **열려 있는 워크플로우**에 대해 Align을 켜고 끄요: 빨간 불꽃이 있는 밝은 회색 = 켜짐, 회색 불꽃이 있는 어두운 회색 = 꺼짐.\n - 켜짐/꺼짐은 워크플로우에 저장돼요. Align을 켠 채로 저장하면 새 ComfyUI에서도 Align이 켜진 채로 열려요.\n - 워크플로우 탭마다 따로 기억해요. 탭을 바꾸면 도구도 그 탭을 따라가요 (한쪽은 켜짐, 다른 쪽은 꺼짐, 헷갈릴 일 없어요).\n - 켜고 끄는 것도 워크플로우 변경으로 쳐서, 저장 안 됨 표시 점이 떠요.\n- 노드는 **Node lines**에, 그룹은 **Group lines**에 스냅돼요. 가까워지면 선이 밝아져요.\n- 클래식 캔버스와 **Nodes 2.0**에서 모두 작동해요.\n- **Snap distance**는 ComfyUI 자체의 **Snap to grid size**(Settings > Lite Graph > Canvas)예요. 격자가 작을수록 더 촘촘하게 스냅돼요. 새 선도 그 격자에 맞춰져요.\n - 드래그하는 동안 **Shift**를 누르면 드래그가 ComfyUI 자체의 격자 스냅으로 넘어가요 (선 스냅 없음). **Always snap to grid**가 켜져 있어도, 선이 잡은 축에서는 선 스냅이 우선해요.\n\n**Rulers**\n- 기본값: **On**\n- Align이 켜져 있는 동안 위쪽과 왼쪽 가장자리에 눈금자가 나타나요:\n - 눈금자를 **왼쪽 클릭**: **Node line**(파랑)을 추가해요. 노드가 거기에 스냅돼요.\n - 눈금자를 **오른쪽 클릭**: **Group line**(주황)을 추가해요. 그룹이 거기에 스냅돼요.\n - 선의 마커를 다시 클릭하면 삭제돼요. 마커를 끌면 옮겨요.\n- 선은 워크플로우와 함께 저장돼요.\n\n**Line reveal distance (px)**\n- 기본값: **120**\n- 커서나 끌고 있는 대상이 이 거리까지 가까워질 때까지 선은 보이지 않아요.\n\n**Also snap to other nodes and groups**\n- 기본값: **Off**\n- On = 다른 노드의 가장자리와 중심에도 스냅돼요 (그쪽은 선이 표시되지 않아요).\n\n---\n\n### 🔌 Connections\n\n**Connection FX**\n- 기본값: **Off**\n- 선을 끄는 동안, 연결할 수 있는 모든 소켓이 자기 소켓 색으로 빛나요.\n- 가까이 가면 소켓에서 링이 퍼져 나와요. 가까울수록 더 크고 밝아요.\n- **Connection FX reach (px):** 링이 시작되려면 커서가 얼마나 가까워야 하는지. 기본값 160.\n- **Connection FX zoomed-out glow (%):** 줌 아웃하면 유효한 모든 소켓이 더 밝게 빛나서 찾기 쉬워요. 기본값 60.\n- 클래식 캔버스 전용이에요. **Nodes 2.0**이 켜져 있으면 작동하지 않아요.\n\n---\n\n\n\n---\n\n### 🩺 Optimization\n\n**Optimization report**\n- 버튼 하나예요. 캔버스를 몇 초 동안 알아서 이동시키면서, 열려 있는 워크플로우의 모든 팩이 그리고 실행하는 것의 시간을 재고 파일을 스캔해요.\n- 캔버스를 느리게 만드는 것의 목록이 큰 순서대로 나오고, 다음처럼 분류돼요:\n - **해당 팩 자체의 설정** (정확한 설정 이름, 위치, 현재 값)\n - **LC123 optimization settings**\n - **ComfyUI settings**\n - **사이드바 탭**\n - **작동에 필요한 것** (설정 없음, 그 팩이 원래 그렇게 작동해요)\n- 열려 있는 워크플로우에서 쓰는 노드 팩만 분석해요.\n- 제안하는 모든 설정은 현재 값과 대조해서 확인해요:\n - ⚠️ 큰 효과 · ✅ 할 만한 효과 · 💡 작은 효과\n - ⚪ 이미 설정됨 · ➖ 해당 없음 · ℹ️ 필수, 설정 없음\n- **Show last run:** 맨 위 버튼으로 이전 리포트로 전환해요. 새로 실행할 때마다 지난번 이후 무엇이 빨라졌고 어떤 수정이 끝났는지도 보여줘요.\n - 마지막 실행만 보관돼요 (새로고침해도 유지). 실행할 때마다 덮어써요.\n- 아무것도 바꾸지 않아요. (실행 중에는 마우스를 가만히 두세요.)\n- 💡 빈 캔버스를 우클릭한 메뉴에도 있어요.\n\n---\n\n### ⚡ Performance\n\n캔버스에 보이는 것만 바꿔요. 생성, VRAM, **Save Image**, 모든 **IMAGE** 출력은 전체 해상도 그대로예요. (가벼운 미리보기가 가벼운 이미지를 뜻하지는 않아요.)\n\n| 설정 | 기본값 | 기능 |\n|---|---|---|\n| **Remove wipe** | Off | LC 이미지 FX 노드의 hover A/B 와이프를 꺼요. 마지막 결과는 그대로 보여요. |\n| **Half-resolution previews** | Off | FX 미리보기를 절반 크기로 그려요. 캔버스를 움직일 때 부담이 줄어요. |\n| **Clamp longest side** | Off | 노드 위 미리보기를 줄여서 가장 긴 변이 **Max edge**에 맞게 해요. |\n| **Max edge (px)** | 768 | **Clamp longest side**가 켜져 있을 때만 사용돼요. 범위 256에서 2048. 무거운 그래프에서는 512를 써 보세요. |\n| **No preview when collapsed** | On | 접힌 FX 노드는 미리보기를 그리지 않아요. |\n| **Hide FX on-node previews** | Off | LC 이미지 FX 미리보기를 전부 숨겨요. |\n| **Recent colors** | On | 우클릭 **Colors** 메뉴에 최근 사용한 사용자 색 8개를 보관해요. Custom Scripts가 설치되어 있지 않으면 Custom 선택기를 추가해요. |\n| **Skin Beauty full preview override** | On | half-res나 clamp가 켜져 있어도 **LC Skin Beauty**는 전체 품질 미리보기를 유지해서 피부를 확대해서 볼 수 있어요. 와이프는 계속 **Remove wipe**를 따라요. |\n| **LoRA loader info button** | On | 각 **LC LoRA Loader** 행에 ℹ 버튼을 표시해요. 트리거 단어는 LoRA 파일 자체에서 가져와요 (인터넷 불필요). 깔끔하게 보려면 끄세요. |\n| **Preview distance (px)** | 40 | 노드 텍스트처럼, 노드 위 이미지는 이 값보다 작게 그려질 만큼 줌 아웃하면 꺼져요. 작은 미리보기부터 먼저 꺼져요. 0 = 항상 그림. |\n\n**영향받지 않는 것:** **LC Image Compare 🔎**, **LC Image Split 🖼️**, **LC Dynamic Overlay**는 어떤 설정이든 전체 미리보기와 와이프를 유지해요 (많이 줌 아웃했을 때 **Preview distance**만 이들을 꺼요).\n\n**추천 설정**\n- **일반 사용:** 전부 기본값으로 두세요.\n- **그래프가 버벅일 때:** **Half-resolution previews**와 **Clamp longest side**(Max edge 512)를 켜세요. **No preview when collapsed**는 켜 두세요.\n- **가장 가벼운 캔버스:** **Hide FX on-node previews**를 켜세요. before/after를 봐야 할 때는 **Image Compare**나 **Image Split**을 쓰세요.\n- 💡 변경은 다음 redraw 때 적용돼요. 캔버스를 살짝 움직이면 되고, 재시작은 필요 없어요.\n\n---\n\n\"True Nothing is. Permitted Everything is\"- Yoda Auditore, Assassin's Wars",
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7914 "# LC123 Settings ⚙️\n\n**Where are they?** Open **Settings** (the gear), then **LC123 Settings ⚙️**. There are five sections: **Align**, **Connections**, **Notes**, **Optimization** and **Performance**.\n\n- 💡 Missing a setting? Restart ComfyUI, then press **Ctrl+F5** so the browser loads the new files.\n\n---\n\n### 📐 Align\n\n**Align tool**\n- Default: **On**\n- The switch for the whole tool. Off = no **Align** button (the LC logo) in the top toolbar and none of the features below.\n- With it on, the **Align** button turns Align on or off **for the open workflow**: light gray with the red flame = on, dark gray with a gray flame = off.\n - That on/off is saved in the workflow. Save it with Align on and it opens with Align on, even on a fresh ComfyUI.\n - Every workflow tab keeps its own. Switch tabs and the tool follows that tab (on in one, off in the other, no mix-ups).\n - Turning it on or off counts as a change to the workflow, so you get the unsaved dot.\n- Nodes snap to **Node lines**, groups snap to **Group lines**. A line lights up when you get close.\n- Works on the classic canvas and in **Nodes 2.0**.\n- **Snap distance** is ComfyUI's own **Snap to grid size** (Settings > Lite Graph > Canvas). Smaller grid = tighter snap. New lines land on that grid too.\n - **Shift** while dragging hands the drag to ComfyUI's own grid snap (no line snap). With **Always snap to grid** on, a line snap still wins on the axis it caught.\n\n**Rulers**\n- Default: **On**\n- Rulers on the top and left edge while Align is on:\n - **Left click** a ruler: adds a **Node line** (blue). Nodes snap to it.\n - **Right click** a ruler: adds a **Group line** (orange). Groups snap to it.\n - Click a line's marker again to remove it. Drag a marker to move it.\n- Lines save with the workflow.\n\n**Line reveal distance (px)**\n- Default: **120**\n- Lines stay invisible until the cursor or whatever you drag gets this close.\n\n**Also snap to other nodes and groups**\n- Default: **Off**\n- On = also snap to other nodes' edges and centers (no line is shown for those).\n\n---\n\n### 🔌 Connections\n\n**Connection FX**\n- Default: **Off**\n- While you drag a wire, every socket it can plug into glows in its socket color.\n- Get close and rings pulse out of the socket. Closer = bigger and brighter.\n- **Connection FX reach (px):** how close the cursor has to be before the rings start. Default 160.\n- **Connection FX zoomed-out glow (%):** zoomed out, every valid socket glows brighter so you can find it. Default 60.\n- Classic canvas only. With **Nodes 2.0** on it stays out of the way.\n\n---\n\n\n\n---\n\n### 🩺 Optimization\n\n**Optimization report**\n- One button. It pans the canvas by itself for a few seconds, times what every pack in the open workflow draws and runs, and scans their files.\n- You get a list of what slows your canvas down, biggest first, sorted into:\n - **That pack's own settings** (the exact setting name, where it lives and its current value)\n - **LC123 optimization settings**\n - **ComfyUI settings**\n - **Sidebar tabs**\n - **Required to function** (no setting, it is how that pack works)\n- Only node packs used in the open workflow are analyzed.\n- Every setting it suggests is checked against its current value:\n - ⚠️ big gain · ✅ worthwhile gain · 💡 small gain\n - ⚪ already set · ➖ does not apply · ℹ️ required, no setting for it\n- **Show last run:** the button at the top flips to the previous report. Each new run also shows what got faster and which fixes are done since last time.\n - Only the last run is kept (it survives a refresh). Each run replaces it.\n- Nothing is changed. (Keep the mouse still while it runs.)\n- 💡 Also in the right-click menu on the empty canvas.\n\n---\n\n### ⚡ Performance\n\nThese only change what you see on the canvas. Generation, VRAM, **Save Image** and every **IMAGE** output stay full resolution. (A lighter preview never means a lighter image.)\n\n| Setting | Default | What it does |\n|---|---|---|\n| **Remove wipe** | Off | Turns off the hover A/B wipe on LC image FX nodes. The last result still shows. |\n| **Half-resolution previews** | Off | Draws FX previews at half size. Less work while panning. |\n| **Clamp longest side** | Off | Shrinks on-node previews so the longest side fits **Max edge**. |\n| **Max edge (px)** | 768 | Only used when **Clamp longest side** is on. Range 256 to 2048. Try 512 on heavy graphs. |\n| **No preview when collapsed** | On | Collapsed FX nodes skip drawing their preview. |\n| **Hide FX on-node previews** | Off | Hides every LC image FX preview. |\n| **Recent colors** | On | Keeps your last 8 custom colors in the right-click **Colors** menu. Adds a Custom picker if Custom Scripts is not installed. |\n| **Skin Beauty full preview override** | On | **LC Skin Beauty** keeps a full-quality preview even with half-res or clamp on, so you can still zoom into skin. Wipe still follows **Remove wipe**. |\n| **LoRA loader info button** | On | Shows the ℹ button on each **LC LoRA Loader** row. Trigger words come from the LoRA file itself (no internet). Turn off to declutter. |\n| **Preview distance (px)** | 40 | Like node text, an on-node image switches off when you zoom out far enough that it is drawn smaller than this. Smaller previews switch off first. 0 = always draw. |\n\n**Never affected:** **LC Image Compare 🔎**, **LC Image Split 🖼️** and **LC Dynamic Overlay** keep their full preview and wipe no matter what (only **Preview distance** switches them off when zoomed far out).\n\n**Suggested setups**\n- **Normal use:** leave everything at default.\n- **Laggy graph:** turn on **Half-resolution previews** and **Clamp longest side** (Max edge 512). Keep **No preview when collapsed** on.\n- **Lightest canvas:** turn on **Hide FX on-node previews**. Use **Image Compare** or **Image Split** when you need to see a before/after.\n- 💡 Changes apply on the next redraw. Pan the canvas a little, no restart needed.\n\n---\n\n\"True Nothing is. Permitted Everything is\"- Yoda Auditore, Assassin's Wars\n\n"
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7918 "text": "# LC123 Settings ⚙️\n\n**Where are they?** Open **Settings** (the gear), then **LC123 Settings ⚙️**. There are five sections: **Align**, **Connections**, **Notes**, **Optimization** and **Performance**.\n\n- 💡 Missing a setting? Restart ComfyUI, then press **Ctrl+F5** so the browser loads the new files.\n\n---\n\n### 📐 Align\n\n**Align tool**\n- Default: **On**\n- The switch for the whole tool. Off = no **Align** button (the LC logo) in the top toolbar and none of the features below.\n- With it on, the **Align** button turns Align on or off **for the open workflow**: light gray with the red flame = on, dark gray with a gray flame = off.\n - That on/off is saved in the workflow. Save it with Align on and it opens with Align on, even on a fresh ComfyUI.\n - Every workflow tab keeps its own. Switch tabs and the tool follows that tab (on in one, off in the other, no mix-ups).\n - Turning it on or off counts as a change to the workflow, so you get the unsaved dot.\n- Nodes snap to **Node lines**, groups snap to **Group lines**. A line lights up when you get close.\n- Works on the classic canvas and in **Nodes 2.0**.\n- **Snap distance** is ComfyUI's own **Snap to grid size** (Settings > Lite Graph > Canvas). Smaller grid = tighter snap. New lines land on that grid too.\n - **Shift** while dragging hands the drag to ComfyUI's own grid snap (no line snap). With **Always snap to grid** on, a line snap still wins on the axis it caught.\n\n**Rulers**\n- Default: **On**\n- Rulers on the top and left edge while Align is on:\n - **Left click** a ruler: adds a **Node line** (blue). Nodes snap to it.\n - **Right click** a ruler: adds a **Group line** (orange). Groups snap to it.\n - Click a line's marker again to remove it. Drag a marker to move it.\n- Lines save with the workflow.\n\n**Line reveal distance (px)**\n- Default: **120**\n- Lines stay invisible until the cursor or whatever you drag gets this close.\n\n**Also snap to other nodes and groups**\n- Default: **Off**\n- On = also snap to other nodes' edges and centers (no line is shown for those).\n\n---\n\n### 🔌 Connections\n\n**Connection FX**\n- Default: **Off**\n- While you drag a wire, every socket it can plug into glows in its socket color.\n- Get close and rings pulse out of the socket. Closer = bigger and brighter.\n- **Connection FX reach (px):** how close the cursor has to be before the rings start. Default 160.\n- **Connection FX zoomed-out glow (%):** zoomed out, every valid socket glows brighter so you can find it. Default 60.\n- Classic canvas only. With **Nodes 2.0** on it stays out of the way.\n\n---\n\n\n\n---\n\n### 🩺 Optimization\n\n**Optimization report**\n- One button. It pans the canvas by itself for a few seconds, times what every pack in the open workflow draws and runs, and scans their files.\n- You get a list of what slows your canvas down, biggest first, sorted into:\n - **That pack's own settings** (the exact setting name, where it lives and its current value)\n - **LC123 optimization settings**\n - **ComfyUI settings**\n - **Sidebar tabs**\n - **Required to function** (no setting, it is how that pack works)\n- Only node packs used in the open workflow are analyzed.\n- Every setting it suggests is checked against its current value:\n - ⚠️ big gain · ✅ worthwhile gain · 💡 small gain\n - ⚪ already set · ➖ does not apply · ℹ️ required, no setting for it\n- **Show last run:** the button at the top flips to the previous report. Each new run also shows what got faster and which fixes are done since last time.\n - Only the last run is kept (it survives a refresh). Each run replaces it.\n- Nothing is changed. (Keep the mouse still while it runs.)\n- 💡 Also in the right-click menu on the empty canvas.\n\n---\n\n### ⚡ Performance\n\nThese only change what you see on the canvas. Generation, VRAM, **Save Image** and every **IMAGE** output stay full resolution. (A lighter preview never means a lighter image.)\n\n| Setting | Default | What it does |\n|---|---|---|\n| **Remove wipe** | Off | Turns off the hover A/B wipe on LC image FX nodes. The last result still shows. |\n| **Half-resolution previews** | Off | Draws FX previews at half size. Less work while panning. |\n| **Clamp longest side** | Off | Shrinks on-node previews so the longest side fits **Max edge**. |\n| **Max edge (px)** | 768 | Only used when **Clamp longest side** is on. Range 256 to 2048. Try 512 on heavy graphs. |\n| **No preview when collapsed** | On | Collapsed FX nodes skip drawing their preview. |\n| **Hide FX on-node previews** | Off | Hides every LC image FX preview. |\n| **Recent colors** | On | Keeps your last 8 custom colors in the right-click **Colors** menu. Adds a Custom picker if Custom Scripts is not installed. |\n| **Skin Beauty full preview override** | On | **LC Skin Beauty** keeps a full-quality preview even with half-res or clamp on, so you can still zoom into skin. Wipe still follows **Remove wipe**. |\n| **LoRA loader info button** | On | Shows the ℹ button on each **LC LoRA Loader** row. Trigger words come from the LoRA file itself (no internet). Turn off to declutter. |\n| **Preview distance (px)** | 40 | Like node text, an on-node image switches off when you zoom out far enough that it is drawn smaller than this. Smaller previews switch off first. 0 = always draw. |\n\n**Never affected:** **LC Image Compare 🔎**, **LC Image Split 🖼️** and **LC Dynamic Overlay** keep their full preview and wipe no matter what (only **Preview distance** switches them off when zoomed far out).\n\n**Suggested setups**\n- **Normal use:** leave everything at default.\n- **Laggy graph:** turn on **Half-resolution previews** and **Clamp longest side** (Max edge 512). Keep **No preview when collapsed** on.\n- **Lightest canvas:** turn on **Hide FX on-node previews**. Use **Image Compare** or **Image Split** when you need to see a before/after.\n- 💡 Changes apply on the next redraw. Pan the canvas a little, no restart needed.\n\n---\n\n\"True Nothing is. Permitted Everything is\"- Yoda Auditore, Assassin's Wars\n\n"
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7946 "en": {
7947 "text": "# Instructions\n\n---\n\n@[card: Follow me](https://civitai.com/user/lonecatone23)\n\n@[card: Follow me](https://www.instagram.com/synth.studio.models/)\n\n@[card: Get my stuff here](https://github.com/lonecatone23)\n\n@[card: Get my models here](https://huggingface.co/Lonecatone23)\n\n\n@[card: Buy me a ☕](https://ko-fi.com/lonecatone)\n\n### This is many hours of work. If you enjoy it, please 👍 like, 💬 comment, and feel free to ⚡ tip 😉\n\n---\n\n## General\n# 🛑🚫✋ Do not manually bypass anything. There are switches for everything.\n\n### ⚠️ If you get a `NoneType` error, it is no image in I2I or mask, or no sampler turned on.\n\n### 💾 Save info\n- NOTHING SAVES UNLESS IT IS TURNED ON.\n- 📂 Folder labels are in the **Save Group** if you want to change them.\n- **Save Post Process** writes the final image **without** metadata. Use that to enter resources by hand on CivitAI if the checkpoint does not show up.\n\n## Model links\n\n✋ **MOSS Image needs a ComfyUI with native MOSS-Image** (the dev branch after 0.41.3, 2026-10-16). Older ComfyUI: update first. The LC Model Optimizer downloads the files below for you.\n\nFor the Base model and the other variants, see [Comfy-Org/MOSS-Image](https://huggingface.co/Comfy-Org/MOSS-Image)\n\n**diffusion_models**\n- [moss_image_sft_int8_convrot.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/diffusion_models/moss_image_sft_int8_convrot.safetensors)\n- [moss_image_sft_bf16.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/diffusion_models/moss_image_sft_bf16.safetensors)\n- [MOSS Image on CivitAI](https://civitai.red/models/3005406/moss-image)\n\n**text_encoders**\n- [qwen3.5_9b_int8_convrot.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/text_encoders/qwen3.5_9b_int8_convrot.safetensors)\n- [qwen3.5_9b_w4a8_gptq.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/text_encoders/qwen3.5_9b_w4a8_gptq.safetensors) (Low VRAM)\n- NSFW [Qwen3.5-9B Uncensored](https://huggingface.co/prithivMLmods/Qwen3.5-9B-Uncensored-ComfyUI/tree/main/text_encoders)\n\n**vae**\n- [flux2-vae_small.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/vae/flux2-vae_small.safetensors)\n\n**loras**\n\n- [MOSS Image SFT 8-step DMD LoRA](https://huggingface.co/lodestones/MOSS-Image-SFT-8-steps-dmd/resolve/main/lora.safetensors) \n- goes in the ⚡ Turbo LoRA loader, not the main one.\n\n**Image Edit LoRA**\n- Moss-Image-Edit LoRA [Here](https://huggingface.co/chinoll/Moss-Image-Edit) \n- Rename after downloading\n\n\n\n**model_patches** (🥅 Controlnet)\n- [MOSS Color & Depth Control](https://civitai.red/models/3010285/moss-color-and-depth-control?modelVersionId=3416153) goes in `model_patches/MOSS/`\n\n\n\n**LC-123 node repo**\n- [https://github.com/lonecatone23/ComfyUI_LC123_nodes](https://github.com/lonecatone23/ComfyUI_LC123_nodes)\n\n### I2I and the image prompt\n- **Background removal** helps if you do not want the background in the prompt. Read the instructions in that group.\n- ⚠️ Turn off **text remove** if you are removing the background but **not** using the image prompt, or you will get a “text” error.\n\n\n### Upscale tips\n- Low VRAM: keep aspect ratio small and run **SEEDVR2** on the other side.\n- **Prescale:** the Aspect Ratio control grows the generation. The slider is for Hi-Rez Fix.\n- **Tiled vs not tiled:** tiling splits the image, much faster, small quality cost. Set tile size as high as VRAM allows.\n\n\n### File locations\n\n```\n📂 ComfyUI/\n├── 📂 models/\n│ ├── 📂 diffusion_models/\n│ │ └── moss_image_sft_int8_convrot.safetensors\n│ ├── 📂 text_encoders/\n│ │ └── qwen3.5_9b_int8_convrot.safetensors\n│ ├── 📂 vae/\n│ │ └── flux2-vae_small.safetensors\n│ ├── 📂 loras/\n│ │ └── MOSS_Image_SFT_8_steps_dmd_v0.1.safetensors\n│ ├── 📂 luts/\n│ │ └── (LUT files)\n│ ├── 📂 model_patches/\n│ │ └── 📂 MOSS/\n│ │ └── moss-color-depth-control.safetensors\n\n```"
7948 },
7949 "zh": {
7950 "text": "# 使用说明\n\n---\n\n@[card: Follow me](https://civitai.com/user/lonecatone23)\n\n@[card: Follow me](https://www.instagram.com/synth.studio.models/)\n\n@[card: Get my stuff here](https://github.com/lonecatone23)\n\n@[card: Get my models here](https://huggingface.co/Lonecatone23)\n\n\n@[card: Buy me a ☕](https://ko-fi.com/lonecatone)\n\n### 这是很多个小时的心血。如果你喜欢,请 👍 点赞、💬 评论,也欢迎 ⚡ 打赏 😉\n\n---\n\n## 通用\n# 🛑🚫✋ 不要手动绕过任何东西。所有功能都有开关。\n\n### ⚠️ 如果出现 `NoneType` 错误,说明 I2I 里没有图片或蒙版,或者没有打开任何采样器。\n\n### 💾 保存说明\n- 不打开就什么都不会保存。\n- 📂 文件夹标签在 **Save Group** 里,需要的话可以修改。\n- **Save Post Process** 会写出**不带**元数据的最终图片。如果 checkpoint 在 CivitAI 上识别不出来,可以用它手动填写资源。\n\n## 模型链接\n\n✋ **MOSS Image 需要带有原生 MOSS-Image 支持的 ComfyUI**(0.41.3 之后的 dev 分支,2026-10-16)。旧版 ComfyUI:请先更新。LC Model Optimizer 会帮你下载下面这些文件。\n\nBase 模型和其他变体,请见 [Comfy-Org/MOSS-Image](https://huggingface.co/Comfy-Org/MOSS-Image)\n\n**diffusion_models**\n- [moss_image_sft_int8_convrot.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/diffusion_models/moss_image_sft_int8_convrot.safetensors)\n- [moss_image_sft_bf16.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/diffusion_models/moss_image_sft_bf16.safetensors)\n- [CivitAI 上的 MOSS Image](https://civitai.red/models/3005406/moss-image)\n\n**text_encoders**\n- [qwen3.5_9b_int8_convrot.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/text_encoders/qwen3.5_9b_int8_convrot.safetensors)\n- [qwen3.5_9b_w4a8_gptq.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/text_encoders/qwen3.5_9b_w4a8_gptq.safetensors)(低显存)\n- NSFW [Qwen3.5-9B Uncensored](https://huggingface.co/prithivMLmods/Qwen3.5-9B-Uncensored-ComfyUI/tree/main/text_encoders)\n\n**vae**\n- [flux2-vae_small.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/vae/flux2-vae_small.safetensors)\n\n**loras**\n\n- [MOSS Image SFT 8-step DMD LoRA](https://huggingface.co/lodestones/MOSS-Image-SFT-8-steps-dmd/resolve/main/lora.safetensors)\n- 放在 ⚡ Turbo LoRA 加载器里,而不是主加载器。\n\n**Image Edit LoRA**\n- Moss-Image-Edit LoRA [这里](https://huggingface.co/chinoll/Moss-Image-Edit) \n- 下载后重命名\n\n\n\n**model_patches**(🥅 Controlnet)\n- [MOSS Color & Depth Control](https://civitai.red/models/3010285/moss-color-and-depth-control?modelVersionId=3416153) 放在 `model_patches/MOSS/`\n\n\n\n**LC-123 节点仓库**\n- [https://github.com/lonecatone23/ComfyUI_LC123_nodes](https://github.com/lonecatone23/ComfyUI_LC123_nodes)\n\n### I2I 与图像提示\n- 如果你不想让背景出现在提示里,**Background removal** 会有帮助。请阅读该组里的说明。\n- ⚠️ 如果你去除了背景但**不**使用图像提示,请关闭 **text remove**,否则会出现 “text” 错误。\n\n\n### 放大技巧\n- 低显存:保持较小的宽高比,并在另一端运行 **SEEDVR2**。\n- **Prescale:** Aspect Ratio 控件会增大生成尺寸。滑块是给 Hi-Rez Fix 用的。\n- **Tiled 与非 tiled:** 分块会切分图像,速度快得多,质量略有损失。在显存允许的范围内把 tile size 设得尽量大。\n\n\n### 文件位置\n\n```\n📂 ComfyUI/\n├── 📂 models/\n│ ├── 📂 diffusion_models/\n│ │ └── moss_image_sft_int8_convrot.safetensors\n│ ├── 📂 text_encoders/\n│ │ └── qwen3.5_9b_int8_convrot.safetensors\n│ ├── 📂 vae/\n│ │ └── flux2-vae_small.safetensors\n│ ├── 📂 loras/\n│ │ └── MOSS_Image_SFT_8_steps_dmd_v0.1.safetensors\n│ ├── 📂 luts/\n│ │ └── (LUT files)\n│ ├── 📂 model_patches/\n│ │ └── 📂 MOSS/\n│ │ └── moss-color-depth-control.safetensors\n\n```",
7951 "src": "b8655ab5",
7952 "srcTitle": "Instructions"
7953 },
7954 "ja": {
7955 "text": "# 使い方\n\n---\n\n@[card: Follow me](https://civitai.com/user/lonecatone23)\n\n@[card: Follow me](https://www.instagram.com/synth.studio.models/)\n\n@[card: Get my stuff here](https://github.com/lonecatone23)\n\n@[card: Get my models here](https://huggingface.co/Lonecatone23)\n\n\n@[card: Buy me a ☕](https://ko-fi.com/lonecatone)\n\n### これは何時間もかけた作品です。気に入ったら、👍 いいね、💬 コメント、そして ⚡ チップもお気軽にどうぞ 😉\n\n---\n\n## 全般\n# 🛑🚫✋ 手動でバイパスしないでください。すべてにスイッチがあります。\n\n### ⚠️ `NoneType` エラーが出たら、I2I に画像がないか、マスクがないか、サンプラーがオンになっていません。\n\n### 💾 保存について\n- オンにしないと何も保存されません。\n- 📂 フォルダのラベルは **Save Group** にあるので、変更したければそこで。\n- **Save Post Process** は最終画像をメタデータ**なし**で書き出します。チェックポイントが CivitAI に表示されないときに、リソースを手入力するのに使ってください。\n\n## モデルのリンク\n\n✋ **MOSS Image には、ネイティブの MOSS-Image に対応した ComfyUI が必要です**(0.41.3 以降の dev ブランチ、2026-10-16)。古い ComfyUI の場合は先にアップデートしてください。LC Model Optimizer が下記のファイルを自動でダウンロードします。\n\nBase モデルとその他のバリアントは、[Comfy-Org/MOSS-Image](https://huggingface.co/Comfy-Org/MOSS-Image) を参照してください\n\n**diffusion_models**\n- [moss_image_sft_int8_convrot.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/diffusion_models/moss_image_sft_int8_convrot.safetensors)\n- [moss_image_sft_bf16.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/diffusion_models/moss_image_sft_bf16.safetensors)\n- [CivitAI の MOSS Image](https://civitai.red/models/3005406/moss-image)\n\n**text_encoders**\n- [qwen3.5_9b_int8_convrot.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/text_encoders/qwen3.5_9b_int8_convrot.safetensors)\n- [qwen3.5_9b_w4a8_gptq.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/text_encoders/qwen3.5_9b_w4a8_gptq.safetensors)(低 VRAM 用)\n- NSFW [Qwen3.5-9B Uncensored](https://huggingface.co/prithivMLmods/Qwen3.5-9B-Uncensored-ComfyUI/tree/main/text_encoders)\n\n**vae**\n- [flux2-vae_small.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/vae/flux2-vae_small.safetensors)\n\n**loras**\n\n- [MOSS Image SFT 8-step DMD LoRA](https://huggingface.co/lodestones/MOSS-Image-SFT-8-steps-dmd/resolve/main/lora.safetensors) \n- メインではなく、⚡ Turbo LoRA ローダーに入れます。\n\n**Image Edit LoRA**\n- Moss-Image-Edit LoRA は[こちら](https://huggingface.co/chinoll/Moss-Image-Edit) \n- ダウンロード後に名前を変更してください\n\n\n\n**model_patches** (🥅 Controlnet)\n- [MOSS Color & Depth Control](https://civitai.red/models/3010285/moss-color-and-depth-control?modelVersionId=3416153) は `model_patches/MOSS/` に入れます\n\n\n\n**LC-123 ノードのリポジトリ**\n- [https://github.com/lonecatone23/ComfyUI_LC123_nodes](https://github.com/lonecatone23/ComfyUI_LC123_nodes)\n\n### I2I と画像プロンプト\n- 背景をプロンプトに入れたくないときは、**背景除去**が役立ちます。そのグループの説明を読んでください。\n- ⚠️ 背景を除去するが画像プロンプトは**使わない**場合は、**text remove** をオフにしてください。そうしないと \"text\" エラーが出ます。\n\n\n### アップスケールのコツ\n- 低 VRAM: aspect ratio を小さくして、もう一方で **SEEDVR2** を使います。\n- **Prescale:** Aspect Ratio コントロールは生成サイズを大きくします。スライダーは Hi-Rez Fix 用です。\n- **Tiled と非 Tiled:** タイル処理は画像を分割し、ずっと速くなりますが、品質は少し落ちます。タイルサイズは VRAM が許す限り大きくしてください。\n\n\n### ファイルの場所\n\n```\n📂 ComfyUI/\n├── 📂 models/\n│ ├── 📂 diffusion_models/\n│ │ └── moss_image_sft_int8_convrot.safetensors\n│ ├── 📂 text_encoders/\n│ │ └── qwen3.5_9b_int8_convrot.safetensors\n│ ├── 📂 vae/\n│ │ └── flux2-vae_small.safetensors\n│ ├── 📂 loras/\n│ │ └── MOSS_Image_SFT_8_steps_dmd_v0.1.safetensors\n│ ├── 📂 luts/\n│ │ └── (LUT files)\n│ ├── 📂 model_patches/\n│ │ └── 📂 MOSS/\n│ │ └── moss-color-depth-control.safetensors\n\n```",
7956 "src": "b8655ab5",
7957 "srcTitle": "Instructions"
7958 },
7959 "ko": {
7960 "text": "# 사용 방법\n\n---\n\n@[card: 팔로우하기](https://civitai.com/user/lonecatone23)\n\n@[card: 팔로우하기](https://www.instagram.com/synth.studio.models/)\n\n@[card: 제 자료는 여기에서](https://github.com/lonecatone23)\n\n@[card: 제 모델은 여기에서](https://huggingface.co/Lonecatone23)\n\n\n@[card: ☕ 한 잔 사주기](https://ko-fi.com/lonecatone)\n\n### 이건 수많은 시간을 들인 작업입니다. 마음에 드신다면 👍 좋아요, 💬 댓글을 남겨 주시고, 편하게 ⚡ 팁도 주세요 😉\n\n---\n\n## 일반\n# 🛑🚫✋ 아무것도 수동으로 바이패스하지 마세요. 모든 것에 스위치가 있습니다.\n\n### ⚠️ `NoneType` 에러가 나면, I2I나 마스크에 이미지가 없거나 sampler가 하나도 켜져 있지 않은 것입니다.\n\n### 💾 저장 정보\n- 켜지 않으면 아무것도 저장되지 않습니다.\n- 📂 폴더 라벨을 바꾸고 싶다면 **Save Group**에 있습니다.\n- **Save Post Process**는 최종 이미지를 메타데이터 **없이** 저장합니다. 체크포인트가 CivitAI에 뜨지 않을 때, 리소스를 직접 입력하는 용도로 쓰세요.\n\n## 모델 링크\n\n✋ **MOSS Image에는 네이티브 MOSS-Image가 들어간 ComfyUI가 필요합니다** (0.41.3 이후의 dev 브랜치, 2026-10-16). 더 오래된 ComfyUI라면 먼저 업데이트하세요. LC Model Optimizer가 아래 파일들을 대신 다운로드해 줍니다.\n\nBase 모델과 다른 변형은 [Comfy-Org/MOSS-Image](https://huggingface.co/Comfy-Org/MOSS-Image)를 참고하세요\n\n**diffusion_models**\n- [moss_image_sft_int8_convrot.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/diffusion_models/moss_image_sft_int8_convrot.safetensors)\n- [moss_image_sft_bf16.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/diffusion_models/moss_image_sft_bf16.safetensors)\n- [CivitAI의 MOSS Image](https://civitai.red/models/3005406/moss-image)\n\n**text_encoders**\n- [qwen3.5_9b_int8_convrot.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/text_encoders/qwen3.5_9b_int8_convrot.safetensors)\n- [qwen3.5_9b_w4a8_gptq.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/text_encoders/qwen3.5_9b_w4a8_gptq.safetensors) (Low VRAM)\n- NSFW [Qwen3.5-9B Uncensored](https://huggingface.co/prithivMLmods/Qwen3.5-9B-Uncensored-ComfyUI/tree/main/text_encoders)\n\n**vae**\n- [flux2-vae_small.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/vae/flux2-vae_small.safetensors)\n\n**loras**\n\n- [MOSS Image SFT 8-step DMD LoRA](https://huggingface.co/lodestones/MOSS-Image-SFT-8-steps-dmd/resolve/main/lora.safetensors) \n- 메인이 아니라 ⚡ Turbo LoRA 로더에 넣으세요.\n\n**Image Edit LoRA**\n- Moss-Image-Edit LoRA [여기](https://huggingface.co/chinoll/Moss-Image-Edit) \n- 다운로드 후 이름을 바꾸세요\n\n\n\n**model_patches** (🥅 Controlnet)\n- [MOSS Color & Depth Control](https://civitai.red/models/3010285/moss-color-and-depth-control?modelVersionId=3416153)는 `model_patches/MOSS/`에 넣으세요\n\n\n\n**LC-123 노드 repo**\n- [https://github.com/lonecatone23/ComfyUI_LC123_nodes](https://github.com/lonecatone23/ComfyUI_LC123_nodes)\n\n### I2I와 이미지 프롬프트\n- 프롬프트에 배경이 들어가는 걸 원하지 않으면 **Background removal**이 도움이 됩니다. 해당 그룹의 설명을 읽어 보세요.\n- ⚠️ 배경은 제거하지만 이미지 프롬프트는 쓰지 **않는** 경우에는 **text remove**를 끄세요. 안 그러면 \"text\" 에러가 납니다.\n\n\n### 업스케일 팁\n- Low VRAM: aspect ratio를 작게 유지하고 반대편에서 **SEEDVR2**를 돌리세요.\n- **Prescale:** Aspect Ratio 컨트롤은 생성 크기를 키웁니다. 슬라이더는 Hi-Rez Fix용입니다.\n- **Tiled vs not tiled:** 타일링은 이미지를 나눠서 처리하므로 훨씬 빠르지만 품질이 약간 떨어집니다. VRAM이 허용하는 한 타일 크기를 높게 설정하세요.\n\n\n### 파일 위치\n\n```\n📂 ComfyUI/\n├── 📂 models/\n│ ├── 📂 diffusion_models/\n│ │ └── moss_image_sft_int8_convrot.safetensors\n│ ├── 📂 text_encoders/\n│ │ └── qwen3.5_9b_int8_convrot.safetensors\n│ ├── 📂 vae/\n│ │ └── flux2-vae_small.safetensors\n│ ├── 📂 loras/\n│ │ └── MOSS_Image_SFT_8_steps_dmd_v0.1.safetensors\n│ ├── 📂 luts/\n│ │ └── (LUT files)\n│ ├── 📂 model_patches/\n│ │ └── 📂 MOSS/\n│ │ └── moss-color-depth-control.safetensors\n\n```",
7961 "src": "b8655ab5",
7962 "srcTitle": "Instructions"
7963 }
7964 },
7965 "titles": {
7966 "en": "Instructions",
7967 "zh": "使用说明",
7968 "ja": "使い方",
7969 "ko": "사용 방법"
7970 }
7971 },
7972 "ue_properties": {
7973 "widget_ue_connectable": [],
7974 "version": "7.8",
7975 "input_ue_unconnectable": []
7976 }
7977 },
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7979 "English ✏️",
7980 "# Instructions\n\n---\n\n@[card: Follow me](https://civitai.com/user/lonecatone23)\n\n@[card: Follow me](https://www.instagram.com/synth.studio.models/)\n\n@[card: Get my stuff here](https://github.com/lonecatone23)\n\n@[card: Get my models here](https://huggingface.co/Lonecatone23)\n\n\n@[card: Buy me a ☕](https://ko-fi.com/lonecatone)\n\n### This is many hours of work. If you enjoy it, please 👍 like, 💬 comment, and feel free to ⚡ tip 😉\n\n---\n\n## General\n# 🛑🚫✋ Do not manually bypass anything. There are switches for everything.\n\n### ⚠️ If you get a `NoneType` error, it is no image in I2I or mask, or no sampler turned on.\n\n### 💾 Save info\n- NOTHING SAVES UNLESS IT IS TURNED ON.\n- 📂 Folder labels are in the **Save Group** if you want to change them.\n- **Save Post Process** writes the final image **without** metadata. Use that to enter resources by hand on CivitAI if the checkpoint does not show up.\n\n## Model links\n\n✋ **MOSS Image needs a ComfyUI with native MOSS-Image** (the dev branch after 0.41.3, 2026-10-16). Older ComfyUI: update first. The LC Model Optimizer downloads the files below for you.\n\nFor the Base model and the other variants, see [Comfy-Org/MOSS-Image](https://huggingface.co/Comfy-Org/MOSS-Image)\n\n**diffusion_models**\n- [moss_image_sft_int8_convrot.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/diffusion_models/moss_image_sft_int8_convrot.safetensors)\n- [moss_image_sft_bf16.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/diffusion_models/moss_image_sft_bf16.safetensors)\n- [MOSS Image on CivitAI](https://civitai.red/models/3005406/moss-image)\n\n**text_encoders**\n- [qwen3.5_9b_int8_convrot.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/text_encoders/qwen3.5_9b_int8_convrot.safetensors)\n- [qwen3.5_9b_w4a8_gptq.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/text_encoders/qwen3.5_9b_w4a8_gptq.safetensors) (Low VRAM)\n- NSFW [Qwen3.5-9B Uncensored](https://huggingface.co/prithivMLmods/Qwen3.5-9B-Uncensored-ComfyUI/tree/main/text_encoders)\n\n**vae**\n- [flux2-vae_small.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/vae/flux2-vae_small.safetensors)\n\n**loras**\n\n- [MOSS Image SFT 8-step DMD LoRA](https://huggingface.co/lodestones/MOSS-Image-SFT-8-steps-dmd/resolve/main/lora.safetensors) \n- goes in the ⚡ Turbo LoRA loader, not the main one.\n\n**Image Edit LoRA**\n- Moss-Image-Edit LoRA [Here](https://huggingface.co/chinoll/Moss-Image-Edit) \n- Rename after downloading\n\n\n\n**model_patches** (🥅 Controlnet)\n- [MOSS Color & Depth Control](https://civitai.red/models/3010285/moss-color-and-depth-control?modelVersionId=3416153) goes in `model_patches/MOSS/`\n\n\n\n**LC-123 node repo**\n- [https://github.com/lonecatone23/ComfyUI_LC123_nodes](https://github.com/lonecatone23/ComfyUI_LC123_nodes)\n\n### I2I and the image prompt\n- **Background removal** helps if you do not want the background in the prompt. Read the instructions in that group.\n- ⚠️ Turn off **text remove** if you are removing the background but **not** using the image prompt, or you will get a “text” error.\n\n\n### Upscale tips\n- Low VRAM: keep aspect ratio small and run **SEEDVR2** on the other side.\n- **Prescale:** the Aspect Ratio control grows the generation. The slider is for Hi-Rez Fix.\n- **Tiled vs not tiled:** tiling splits the image, much faster, small quality cost. Set tile size as high as VRAM allows.\n\n\n### File locations\n\n```\n📂 ComfyUI/\n├── 📂 models/\n│ ├── 📂 diffusion_models/\n│ │ └── moss_image_sft_int8_convrot.safetensors\n│ ├── 📂 text_encoders/\n│ │ └── qwen3.5_9b_int8_convrot.safetensors\n│ ├── 📂 vae/\n│ │ └── flux2-vae_small.safetensors\n│ ├── 📂 loras/\n│ │ └── MOSS_Image_SFT_8_steps_dmd_v0.1.safetensors\n│ ├── 📂 luts/\n│ │ └── (LUT files)\n│ ├── 📂 model_patches/\n│ │ └── 📂 MOSS/\n│ │ └── moss-color-depth-control.safetensors\n\n```"
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7984 "text": "# Instructions\n\n---\n\n@[card: Follow me](https://civitai.com/user/lonecatone23)\n\n@[card: Follow me](https://www.instagram.com/synth.studio.models/)\n\n@[card: Get my stuff here](https://github.com/lonecatone23)\n\n@[card: Get my models here](https://huggingface.co/Lonecatone23)\n\n\n@[card: Buy me a ☕](https://ko-fi.com/lonecatone)\n\n### This is many hours of work. If you enjoy it, please 👍 like, 💬 comment, and feel free to ⚡ tip 😉\n\n---\n\n## General\n# 🛑🚫✋ Do not manually bypass anything. There are switches for everything.\n\n### ⚠️ If you get a `NoneType` error, it is no image in I2I or mask, or no sampler turned on.\n\n### 💾 Save info\n- NOTHING SAVES UNLESS IT IS TURNED ON.\n- 📂 Folder labels are in the **Save Group** if you want to change them.\n- **Save Post Process** writes the final image **without** metadata. Use that to enter resources by hand on CivitAI if the checkpoint does not show up.\n\n## Model links\n\n✋ **MOSS Image needs a ComfyUI with native MOSS-Image** (the dev branch after 0.41.3, 2026-10-16). Older ComfyUI: update first. The LC Model Optimizer downloads the files below for you.\n\nFor the Base model and the other variants, see [Comfy-Org/MOSS-Image](https://huggingface.co/Comfy-Org/MOSS-Image)\n\n**diffusion_models**\n- [moss_image_sft_int8_convrot.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/diffusion_models/moss_image_sft_int8_convrot.safetensors)\n- [moss_image_sft_bf16.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/diffusion_models/moss_image_sft_bf16.safetensors)\n- [MOSS Image on CivitAI](https://civitai.red/models/3005406/moss-image)\n\n**text_encoders**\n- [qwen3.5_9b_int8_convrot.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/text_encoders/qwen3.5_9b_int8_convrot.safetensors)\n- [qwen3.5_9b_w4a8_gptq.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/text_encoders/qwen3.5_9b_w4a8_gptq.safetensors) (Low VRAM)\n- NSFW [Qwen3.5-9B Uncensored](https://huggingface.co/prithivMLmods/Qwen3.5-9B-Uncensored-ComfyUI/tree/main/text_encoders)\n\n**vae**\n- [flux2-vae_small.safetensors](https://huggingface.co/Comfy-Org/MOSS-Image/resolve/main/vae/flux2-vae_small.safetensors)\n\n**loras**\n\n- [MOSS Image SFT 8-step DMD LoRA](https://huggingface.co/lodestones/MOSS-Image-SFT-8-steps-dmd/resolve/main/lora.safetensors) \n- goes in the ⚡ Turbo LoRA loader, not the main one.\n\n**Image Edit LoRA**\n- Moss-Image-Edit LoRA [Here](https://huggingface.co/chinoll/Moss-Image-Edit) \n- Rename after downloading\n\n\n\n**model_patches** (🥅 Controlnet)\n- [MOSS Color & Depth Control](https://civitai.red/models/3010285/moss-color-and-depth-control?modelVersionId=3416153) goes in `model_patches/MOSS/`\n\n\n\n**LC-123 node repo**\n- [https://github.com/lonecatone23/ComfyUI_LC123_nodes](https://github.com/lonecatone23/ComfyUI_LC123_nodes)\n\n### I2I and the image prompt\n- **Background removal** helps if you do not want the background in the prompt. Read the instructions in that group.\n- ⚠️ Turn off **text remove** if you are removing the background but **not** using the image prompt, or you will get a “text” error.\n\n\n### Upscale tips\n- Low VRAM: keep aspect ratio small and run **SEEDVR2** on the other side.\n- **Prescale:** the Aspect Ratio control grows the generation. The slider is for Hi-Rez Fix.\n- **Tiled vs not tiled:** tiling splits the image, much faster, small quality cost. Set tile size as high as VRAM allows.\n\n\n### File locations\n\n```\n📂 ComfyUI/\n├── 📂 models/\n│ ├── 📂 diffusion_models/\n│ │ └── moss_image_sft_int8_convrot.safetensors\n│ ├── 📂 text_encoders/\n│ │ └── qwen3.5_9b_int8_convrot.safetensors\n│ ├── 📂 vae/\n│ │ └── flux2-vae_small.safetensors\n│ ├── 📂 loras/\n│ │ └── MOSS_Image_SFT_8_steps_dmd_v0.1.safetensors\n│ ├── 📂 luts/\n│ │ └── (LUT files)\n│ ├── 📂 model_patches/\n│ │ └── 📂 MOSS/\n│ │ └── moss-color-depth-control.safetensors\n\n```"
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8013 "text": "## 💡Tips & Tricks:\n\nWhat I do...😼\n\n**📝 Prompting:**\n- I typically start with an idea, write it in the prompt box, then run it through the enhancer.\n- or... I'll run an image through Florence and get the prompt.\n- then I'll cut & paste it back into the prompt box and edit it. \n\n**Steps:**\n- MOSS likes steps: 25 here (ComfyUI's template), 50 is OpenMOSS's own. With the ⚡ Turbo LoRA: 8.\n\n**🖼️ I2I and 🎭 masks**\n- quality is everything. 🗑️garbage in, 🗑️ garbage out.\n\n**Settings** \n- I have a set of schedulers and samplers that I like. I use them over and over again and only change them for different styles:\n- **regular:**\n - Res_2m/ Beta57 (or bong tangent)\n - Euler/ Simple\n - dpmpp_2m_sde/ sgm_uniform\n- **🤡Sampler selector**\n - fully_implicit/radau_iii-3s (or 4s) + Bong tangent or simple\n\n**Sigmas**\n- I literally just built this thing. It was anightmare. I'm still messing with it?\n- my best settings? Whatever I shipped it with. I have a lot to mess with here. \n- Please share what you learn. \n\n**Detailer Daemon**\n- This is really set and forget with me. On or off once I have it locked in. \n\n**Hi Res Fix/ Ultimate Upscaler**\n- I never upscale past 2.0\n- Skin and detail can be a big help here. \n - siax_200\n - skin_diff_lite\n - foolhardy\n- **Anime:** Anime sharp\n- **Graphics:** any superscale. I like Nickelback\n\n**🚫NSFW Detailers**\n- not tested on MOSS yet. \n\n**Detailers**\n- I never combine face with eyes. I'll just use face 9 times out of 10 unless I want something special with the eyes\n\n**Seed VR2**\n- This collects dust. I use it for commercial or commission graphics. \n - That being said, I used it a lot when I had lower VRAM. Mainly because pushing the upscaled version through the detailers was VRAM prohibitive.\n- for almost any image in everyday use or on the site. The ultimate upscaler is usually enough.\n\n**🎨 Post processing**\n- of the ones on the top line, I really only use Contrast adaptive sharpen every day. The others are for when I am trying to get a certain effect\n- **Image filter** is your friend. I always leave it a little low on bright and a little high on saturation\n- **Optical Realism 📷, 📷 Lens FX, 🔬 Clarity FX.** These are all for realism. \n - I vary between them. For example, I use several different model and LoRA combinations. One works better for one set, the other for another. \n - 💡 Never use optical realism and Lens FX at the same time. They get in a cage match. \n- **LUT** My all time favorite. It really can make an image. I like *Cool_Natural_Breeze* "
8014 },
8015 "zh": {
8016 "text": "## 💡技巧与窍门:\n\n我是怎么做的...😼\n\n**📝 提示词:**\n- 我通常先有个想法,写进提示词框,再用 enhancer 跑一遍。\n- 或者...我会把一张图片丢进 Florence 拿到提示词。\n- 然后复制粘贴回提示词框,再编辑。\n\n**Steps:**\n- MOSS 喜欢多步数:这里 25(ComfyUI 的模板),OpenMOSS 自己用 50。配合 ⚡ Turbo LoRA:8。\n\n**🖼️ I2I 和 🎭 蒙版**\n- 质量就是一切。🗑️垃圾进,🗑️垃圾出。\n\n**设置**\n- 我有一套自己喜欢的调度器和采样器组合,反复使用,只在换风格时才改:\n- **常规:**\n - Res_2m/ Beta57(或 bong tangent)\n - Euler/ Simple\n - dpmpp_2m_sde/ sgm_uniform\n- **🤡Sampler selector**\n - fully_implicit/radau_iii-3s(或 4s)+ Bong tangent 或 simple\n\n**Sigmas**\n- 我刚做出这个东西,过程简直是噩梦。我还在继续折腾?\n- 我最好的设置?就是我发布时的默认值。这里还有很多可以调。\n- 你学到什么请分享出来。\n\n**Detailer Daemon**\n- 对我来说基本是设好就不管。调好之后,开或关就行。\n\n**Hi Res Fix/ Ultimate Upscaler**\n- 我从不放大超过 2.0\n- 这里皮肤和细节类模型能帮上大忙。\n - siax_200\n - skin_diff_lite\n - foolhardy\n- **动漫:** Anime sharp\n- **平面图形:** 任何 superscale。我喜欢 Nickelback\n\n**🚫NSFW Detailers**\n- 还没在 MOSS 上测试过。\n\n**Detailers**\n- 我从不把脸和眼睛组合在一起。十次里有九次我只用 face,除非眼睛想要特别的效果\n\n**Seed VR2**\n- 这个基本在吃灰。我只在商业或接单的图形上用它。\n - 话虽如此,我显存较小的时候经常用它。主要是因为把放大后的版本再送进 detailer,显存根本扛不住。\n- 对于日常使用或发到站上的几乎所有图片,Ultimate Upscaler 通常就够了。\n\n**🎨 后期处理**\n- 最上面一排里,我每天真正用的只有 Contrast adaptive sharpen。其他的是在我想要某种特定效果时才用\n- **Image filter** 是你的好朋友。我总是把亮度稍微调低一点、饱和度稍微调高一点\n- **Optical Realism 📷、📷 Lens FX、🔬 Clarity FX。** 这些都是为了真实感。\n - 我会在它们之间切换。比如我会使用好几种不同的模型和 LoRA 组合,一个对这一组效果更好,另一个对另一组更好。\n - 💡 不要同时使用 optical realism 和 Lens FX,它们会打起来。\n- **LUT** 我永远的最爱。它真的能成就一张图。我喜欢 *Cool_Natural_Breeze*",
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8020 "ja": {
8021 "text": "## 💡コツ:\n\n私がやっていること...😼\n\n**📝 プロンプト:**\n- たいていアイデアから始めて、プロンプトボックスに書き、エンハンサーに通します。\n- あるいは... 画像を Florence に通してプロンプトを取得します。\n- それをプロンプトボックスにコピペして戻し、編集します。 \n\n**Steps:**\n- MOSS は steps が好きです: ここ(ComfyUI のテンプレート)では 25、OpenMOSS 自身の設定は 50。⚡ Turbo LoRA を使うなら 8。\n\n**🖼️ I2I と 🎭 マスク**\n- 質がすべてです。🗑️ゴミを入れればゴミが出ます。\n\n**設定** \n- お気に入りのスケジューラーとサンプラーの組み合わせがあります。それを何度も使い回し、スタイルが違うときだけ変えます:\n- **通常:**\n - Res_2m/ Beta57 (or bong tangent)\n - Euler/ Simple\n - dpmpp_2m_sde/ sgm_uniform\n- **🤡Sampler selector**\n - fully_implicit/radau_iii-3s (or 4s) + Bong tangent or simple\n\n**Sigmas**\n- 文字通り作ったばかりです。悪夢でした。まだいじっています?\n- ベストな設定? 出荷時のままです。ここはいじれる余地がたくさんあります。 \n- 分かったことがあれば共有してください。 \n\n**Detailer Daemon**\n- 私にとっては完全に設定したら放置です。決まったらオンかオフかだけ。 \n\n**Hi Res Fix/ Ultimate Upscaler**\n- 2.0 より大きくはアップスケールしません\n- ここでは肌とディテールが大きな助けになります。 \n - siax_200\n - skin_diff_lite\n - foolhardy\n- **アニメ:** Anime sharp\n- **グラフィック:** どれでも superscale。私は Nickelback が好きです\n\n**🚫NSFW Detailers**\n- MOSS ではまだテストしていません。 \n\n**Detailers**\n- 顔と目を組み合わせることはありません。目に特別なことをしたい場合以外は、10回中9回は顔だけを使います\n\n**Seed VR2**\n- これはほこりをかぶっています。商用やコミッション用のグラフィックに使います。 \n - とはいえ、VRAM が少なかったころはよく使いました。主に、アップスケール後の画像をディテイラーに通すと VRAM が足りなかったからです。\n- 日常的な画像やサイト用の画像なら、たいてい Ultimate Upscaler で十分です。\n\n**🎨 ポストプロセス**\n- 上の列のうち、毎日使うのは Contrast adaptive sharpen だけです。ほかは特定の効果を狙うときに使います\n- **Image filter** は味方です。明るさは少し低め、彩度は少し高めにしています\n- **Optical Realism 📷、📷 Lens FX、🔬 Clarity FX。** これらはすべてリアリズム用です。 \n - 使い分けています。たとえば、いくつかの異なるモデルと LoRA の組み合わせを使っていて、あるものにはひとつが、別のものにはもうひとつがよく効きます。 \n - 💡 Optical Realism と Lens FX は同時に使わないでください。ケージマッチになります。 \n- **LUT** 不動のお気に入り。画像が本当に化けます。私は *Cool_Natural_Breeze* が好きです ",
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8024 },
8025 "ko": {
8026 "text": "## 💡팁 & 요령:\n\n제가 하는 방법...😼\n\n**📝 프롬프트:**\n- 보통 아이디어로 시작해서 프롬프트 박스에 쓰고, enhancer에 통과시킵니다.\n- 아니면... 이미지를 Florence에 돌려서 프롬프트를 얻습니다.\n- 그다음 프롬프트 박스에 복사해 붙여 넣고 수정합니다. \n\n**Steps:**\n- MOSS는 steps를 좋아합니다: 여기서는 25 (ComfyUI 템플릿), OpenMOSS 자체 설정은 50. ⚡ Turbo LoRA를 쓰면 8.\n\n**🖼️ I2I와 🎭 마스크**\n- 품질이 전부입니다. 🗑️쓰레기가 들어가면 🗑️쓰레기가 나옵니다.\n\n**설정** \n- 제가 좋아하는 scheduler와 sampler 조합이 있습니다. 계속 반복해서 쓰고, 스타일이 다를 때만 바꿉니다:\n- **일반:**\n - Res_2m/ Beta57 (또는 bong tangent)\n - Euler/ Simple\n - dpmpp_2m_sde/ sgm_uniform\n- **🤡Sampler selector**\n - fully_implicit/radau_iii-3s (또는 4s) + Bong tangent 또는 simple\n\n**Sigmas**\n- 이건 말 그대로 방금 만든 겁니다. 악몽이었어요. 아직도 만지는 중입니다?\n- 제 최고의 설정이요? 제가 출시할 때 넣어 둔 값입니다. 여기엔 만져 볼 게 많습니다. \n- 알게 된 점을 공유해 주세요. \n\n**Detailer Daemon**\n- 저는 완전히 설정해 놓고 잊어버립니다. 맞춰 놓으면 켜거나 끌 뿐입니다. \n\n**Hi Res Fix/ Ultimate Upscaler**\n- 2.0 넘게는 절대 업스케일하지 않습니다\n- 여기서는 피부와 디테일이 큰 도움이 될 수 있습니다. \n - siax_200\n - skin_diff_lite\n - foolhardy\n- **애니:** Anime sharp\n- **그래픽:** 아무 superscale. 저는 Nickelback이 좋습니다\n\n**🚫NSFW Detailers**\n- 아직 MOSS에서 테스트하지 않았습니다. \n\n**Detailers**\n- face와 eyes는 절대 같이 쓰지 않습니다. 눈에 특별한 걸 원하지 않으면 10번 중 9번은 face만 씁니다\n\n**Seed VR2**\n- 먼지만 쌓이고 있습니다. 상업용이나 의뢰받은 그래픽에 씁니다. \n - 그렇긴 해도, VRAM이 적었을 때는 많이 썼습니다. 업스케일된 버전을 detailer에 통과시키는 게 VRAM 때문에 불가능했기 때문입니다.\n- 일상적으로 쓰거나 사이트에 올리는 거의 모든 이미지에는 ultimate upscaler로 보통 충분합니다.\n\n**🎨 후처리**\n- 맨 윗줄에 있는 것들 중에서 매일 쓰는 건 Contrast adaptive sharpen 정도입니다. 나머지는 특정 효과를 내려고 할 때 씁니다\n- **Image filter**는 당신의 친구입니다. 저는 항상 brightness는 약간 낮게, saturation은 약간 높게 둡니다\n- **Optical Realism 📷, 📷 Lens FX, 🔬 Clarity FX.** 모두 리얼리즘용입니다. \n - 상황에 따라 번갈아 씁니다. 예를 들어 저는 여러 모델과 LoRA 조합을 쓰는데, 어떤 조합에는 이게, 다른 조합에는 저게 더 잘 맞습니다. \n - 💡 optical realism과 Lens FX를 동시에 쓰지 마세요. 케이지 매치가 벌어집니다. \n- **LUT** 영원한 최애입니다. 이미지를 정말 살려 줍니다. 저는 *Cool_Natural_Breeze*를 좋아합니다 ",
8027 "src": "4aae04fd",
8028 "srcTitle": "💡Tips & Tricks"
8029 }
8030 },
8031 "titles": {
8032 "en": "💡Tips & Tricks",
8033 "zh": "💡技巧与窍门",
8034 "ja": "💡コツ",
8035 "ko": "💡팁 & 요령"
8036 }
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8045 "English ✏️",
8046 "## 💡Tips & Tricks:\n\nWhat I do...😼\n\n**📝 Prompting:**\n- I typically start with an idea, write it in the prompt box, then run it through the enhancer.\n- or... I'll run an image through Florence and get the prompt.\n- then I'll cut & paste it back into the prompt box and edit it. \n\n**Steps:**\n- MOSS likes steps: 25 here (ComfyUI's template), 50 is OpenMOSS's own. With the ⚡ Turbo LoRA: 8.\n\n**🖼️ I2I and 🎭 masks**\n- quality is everything. 🗑️garbage in, 🗑️ garbage out.\n\n**Settings** \n- I have a set of schedulers and samplers that I like. I use them over and over again and only change them for different styles:\n- **regular:**\n - Res_2m/ Beta57 (or bong tangent)\n - Euler/ Simple\n - dpmpp_2m_sde/ sgm_uniform\n- **🤡Sampler selector**\n - fully_implicit/radau_iii-3s (or 4s) + Bong tangent or simple\n\n**Sigmas**\n- I literally just built this thing. It was anightmare. I'm still messing with it?\n- my best settings? Whatever I shipped it with. I have a lot to mess with here. \n- Please share what you learn. \n\n**Detailer Daemon**\n- This is really set and forget with me. On or off once I have it locked in. \n\n**Hi Res Fix/ Ultimate Upscaler**\n- I never upscale past 2.0\n- Skin and detail can be a big help here. \n - siax_200\n - skin_diff_lite\n - foolhardy\n- **Anime:** Anime sharp\n- **Graphics:** any superscale. I like Nickelback\n\n**🚫NSFW Detailers**\n- not tested on MOSS yet. \n\n**Detailers**\n- I never combine face with eyes. I'll just use face 9 times out of 10 unless I want something special with the eyes\n\n**Seed VR2**\n- This collects dust. I use it for commercial or commission graphics. \n - That being said, I used it a lot when I had lower VRAM. Mainly because pushing the upscaled version through the detailers was VRAM prohibitive.\n- for almost any image in everyday use or on the site. The ultimate upscaler is usually enough.\n\n**🎨 Post processing**\n- of the ones on the top line, I really only use Contrast adaptive sharpen every day. The others are for when I am trying to get a certain effect\n- **Image filter** is your friend. I always leave it a little low on bright and a little high on saturation\n- **Optical Realism 📷, 📷 Lens FX, 🔬 Clarity FX.** These are all for realism. \n - I vary between them. For example, I use several different model and LoRA combinations. One works better for one set, the other for another. \n - 💡 Never use optical realism and Lens FX at the same time. They get in a cage match. \n- **LUT** My all time favorite. It really can make an image. I like *Cool_Natural_Breeze* "
8047 ],
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8049 "language": "English ✏️",
8050 "text": "## 💡Tips & Tricks:\n\nWhat I do...😼\n\n**📝 Prompting:**\n- I typically start with an idea, write it in the prompt box, then run it through the enhancer.\n- or... I'll run an image through Florence and get the prompt.\n- then I'll cut & paste it back into the prompt box and edit it. \n\n**Steps:**\n- MOSS likes steps: 25 here (ComfyUI's template), 50 is OpenMOSS's own. With the ⚡ Turbo LoRA: 8.\n\n**🖼️ I2I and 🎭 masks**\n- quality is everything. 🗑️garbage in, 🗑️ garbage out.\n\n**Settings** \n- I have a set of schedulers and samplers that I like. I use them over and over again and only change them for different styles:\n- **regular:**\n - Res_2m/ Beta57 (or bong tangent)\n - Euler/ Simple\n - dpmpp_2m_sde/ sgm_uniform\n- **🤡Sampler selector**\n - fully_implicit/radau_iii-3s (or 4s) + Bong tangent or simple\n\n**Sigmas**\n- I literally just built this thing. It was anightmare. I'm still messing with it?\n- my best settings? Whatever I shipped it with. I have a lot to mess with here. \n- Please share what you learn. \n\n**Detailer Daemon**\n- This is really set and forget with me. On or off once I have it locked in. \n\n**Hi Res Fix/ Ultimate Upscaler**\n- I never upscale past 2.0\n- Skin and detail can be a big help here. \n - siax_200\n - skin_diff_lite\n - foolhardy\n- **Anime:** Anime sharp\n- **Graphics:** any superscale. I like Nickelback\n\n**🚫NSFW Detailers**\n- not tested on MOSS yet. \n\n**Detailers**\n- I never combine face with eyes. I'll just use face 9 times out of 10 unless I want something special with the eyes\n\n**Seed VR2**\n- This collects dust. I use it for commercial or commission graphics. \n - That being said, I used it a lot when I had lower VRAM. Mainly because pushing the upscaled version through the detailers was VRAM prohibitive.\n- for almost any image in everyday use or on the site. The ultimate upscaler is usually enough.\n\n**🎨 Post processing**\n- of the ones on the top line, I really only use Contrast adaptive sharpen every day. The others are for when I am trying to get a certain effect\n- **Image filter** is your friend. I always leave it a little low on bright and a little high on saturation\n- **Optical Realism 📷, 📷 Lens FX, 🔬 Clarity FX.** These are all for realism. \n - I vary between them. For example, I use several different model and LoRA combinations. One works better for one set, the other for another. \n - 💡 Never use optical realism and Lens FX at the same time. They get in a cage match. \n- **LUT** My all time favorite. It really can make an image. I like *Cool_Natural_Breeze* "
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8074 "text": "Notes: Start Here 👇",
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8123 "outputs": [],
8124 "title": "LC Vision Prompt Enhancer 📝",
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8128 "texts": {
8129 "en": {
8130 "text": "## LC Vision Prompt Enhancer 📝\n\n**LC Vision Loader 🔬**:\n- ⚠️ This auto downloads the model you choose on the first run, so it will take several minutes.\n- The model selector shows your already downloaded options as well as available downloads.\n\n**LC Vision Prompt Enhancer 📝**:\n- Write your rough `prompt_text`, then pick a preset.\n - **Enhance**: adds detail, keeps your original intent.\n - **Refine**: cleans up wording and structure, adds nothing new.\n - **Creative Rewrite**: reimagines the scene around your subject.\n - **Detailed Visual**: maxes out concrete visual detail for photoreal output.\n- Text-only, no image or video input needed. It works straight off the prompt.\n- ⚠️ **Custom** preset needs an actual system prompt in `custom_system_prompt`. Leave it blank and it errors.\n- 💡 **style_tag** locks the rewrite to a specific visual style on top of whatever the preset already does.\n"
8131 },
8132 "zh": {
8133 "text": "## LC Vision Prompt Enhancer 📝\n\n**LC Vision Loader 🔬**:\n- ⚠️ 它会在第一次运行时自动下载你选的模型,所以要花几分钟。\n- 模型选择器会显示你已下载的选项以及可下载的选项。\n\n**LC Vision Prompt Enhancer 📝**:\n- 写下你粗略的 `prompt_text`,然后选一个预设。\n - **Enhance**:增加细节,保留你原本的意图。\n - **Refine**:整理措辞和结构,不添加任何新东西。\n - **Creative Rewrite**:围绕你的主体重新构想场景。\n - **Detailed Visual**:把具体的视觉细节拉到最满,用于写实输出。\n- 纯文本,不需要图像或视频输入。直接从提示词出发。\n- ⚠️ **Custom** 预设需要在 `custom_system_prompt` 里填一条真正的 system prompt。留空会报错。\n- 💡 **style_tag** 在预设已有的处理之上,把改写锁定到某种特定的视觉风格。\n",
8134 "src": "97e45c5f",
8135 "srcTitle": "LC Vision Prompt Enhancer 📝"
8136 },
8137 "ja": {
8138 "text": "## LC Vision Prompt Enhancer 📝\n\n**LC Vision Loader 🔬**:\n- ⚠️ 選んだモデルを初回実行時に自動でダウンロードするので、数分かかります。\n- モデルセレクターには、ダウンロード済みのものと、ダウンロード可能なものが表示されます。\n\n**LC Vision Prompt Enhancer 📝**:\n- ざっくりした `prompt_text` を書いて、プリセットを選びます。\n - **Enhance**: ディテールを足しつつ、元の意図は保ちます。\n - **Refine**: 言い回しと構成を整えるだけで、新しい要素は足しません。\n - **Creative Rewrite**: 被写体を軸にシーンを作り直します。\n - **Detailed Visual**: フォトリアル向けに、具体的な視覚ディテールを最大まで盛ります。\n- テキストのみで、画像や動画の入力は不要。プロンプトだけで動きます。\n- ⚠️ **Custom** プリセットは `custom_system_prompt` に実際のシステムプロンプトが必要です。空だとエラーになります。\n- 💡 **style_tag** は、プリセットの処理に加えて、書き換えを特定のビジュアルスタイルに固定します。\n\n",
8139 "src": "97e45c5f",
8140 "srcTitle": "LC Vision Prompt Enhancer 📝"
8141 },
8142 "ko": {
8143 "text": "## LC Vision Prompt Enhancer 📝\n\n**LC Vision Loader 🔬**:\n- ⚠️ 선택한 모델을 첫 실행 때 자동으로 다운로드하므로 몇 분 걸립니다.\n- 모델 선택기에는 이미 받은 옵션과 받을 수 있는 다운로드가 함께 표시됩니다.\n\n**LC Vision Prompt Enhancer 📝**:\n- 대충 쓴 `prompt_text`를 입력하고 프리셋을 고르세요.\n - **Enhance**: 디테일을 더하되 원래 의도는 유지합니다.\n - **Refine**: 표현과 구조를 정리하되 새로운 것은 더하지 않습니다.\n - **Creative Rewrite**: 피사체를 중심으로 장면을 새롭게 상상합니다.\n - **Detailed Visual**: 사실적인 결과를 위해 구체적인 시각 디테일을 최대로 끌어올립니다.\n- 텍스트 전용이라 이미지나 비디오 입력이 필요 없습니다. 프롬프트만으로 바로 동작합니다.\n- ⚠️ **Custom** 프리셋은 `custom_system_prompt`에 실제 system prompt가 필요합니다. 비워 두면 오류가 납니다.\n- 💡 **style_tag**는 프리셋이 이미 하는 일 위에 재작성을 특정 비주얼 스타일로 고정합니다.\n",
8144 "src": "97e45c5f",
8145 "srcTitle": "LC Vision Prompt Enhancer 📝"
8146 }
8147 },
8148 "titles": {
8149 "en": "LC Vision Prompt Enhancer 📝",
8150 "zh": "LC Vision Prompt Enhancer 📝",
8151 "ja": "LC Vision Prompt Enhancer 📝",
8152 "ko": "LC Vision Prompt Enhancer 📝"
8153 }
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8162 "English ✏️",
8163 "## LC Vision Prompt Enhancer 📝\n\n**LC Vision Loader 🔬**:\n- ⚠️ This auto downloads the model you choose on the first run, so it will take several minutes.\n- The model selector shows your already downloaded options as well as available downloads.\n\n**LC Vision Prompt Enhancer 📝**:\n- Write your rough `prompt_text`, then pick a preset.\n - **Enhance**: adds detail, keeps your original intent.\n - **Refine**: cleans up wording and structure, adds nothing new.\n - **Creative Rewrite**: reimagines the scene around your subject.\n - **Detailed Visual**: maxes out concrete visual detail for photoreal output.\n- Text-only, no image or video input needed. It works straight off the prompt.\n- ⚠️ **Custom** preset needs an actual system prompt in `custom_system_prompt`. Leave it blank and it errors.\n- 💡 **style_tag** locks the rewrite to a specific visual style on top of whatever the preset already does.\n"
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8166 "language": "English ✏️",
8167 "text": "## LC Vision Prompt Enhancer 📝\n\n**LC Vision Loader 🔬**:\n- ⚠️ This auto downloads the model you choose on the first run, so it will take several minutes.\n- The model selector shows your already downloaded options as well as available downloads.\n\n**LC Vision Prompt Enhancer 📝**:\n- Write your rough `prompt_text`, then pick a preset.\n - **Enhance**: adds detail, keeps your original intent.\n - **Refine**: cleans up wording and structure, adds nothing new.\n - **Creative Rewrite**: reimagines the scene around your subject.\n - **Detailed Visual**: maxes out concrete visual detail for photoreal output.\n- Text-only, no image or video input needed. It works straight off the prompt.\n- ⚠️ **Custom** preset needs an actual system prompt in `custom_system_prompt`. Leave it blank and it errors.\n- 💡 **style_tag** locks the rewrite to a specific visual style on top of whatever the preset already does.\n"
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8189 "outputs": [],
8190 "title": "LC Lighting Control V2 🔦",
8191 "properties": {
8192 "lc_note": {
8193 "source": "en",
8194 "texts": {
8195 "en": {
8196 "text": "\n# LC Lighting Control V2 🔦 \n\n---\n\nRelight any image from a **normal map** + **depth map** (optional **subject mask**). Real cast shadows, hard or soft.\n\n✋ **Start here**\n- Pick a **preset**, then drag the light on the **stage**. That is 90% of it.\n- Change any value and the preset flips to **custom** (nothing is lost, it just gets a new label).\n- The old **LC Lighting Control 🔦** is a separate node and still works.\n\n### The stage\n- **Drag** = X / Y (where the light is. +X is right, +Y is up)\n- **Shift+drag** or **wheel** = Z (0 = side on, 1 = head on)\n- White = light 1, red = light 2. Pick a gel color and the handle takes it on.\n- The blue arrow shows where the shadow falls.\n- 💡 A light near the middle is head-on, so it throws no sideways shadow. Move it out to see one.\n\n### Presets\n- **Soft window** (left / right), **Rembrandt**, **Split** (hard side), **Top light**, **Under light**, **Rim / back light**, **Golden hour**, **Campfire**, **Cyberpunk**, **Key + fill**, **Flat front**\n- A preset sets everything, fine controls included. Start there, then nudge.\n\n### Each light\n- **type**: spot = a beam, sun = even light over the whole frame\n- **brightness**: 1.2 to 1.5 is a natural key light\n- **spread**: how wide the spot beam is (sun ignores it)\n- **warmth**: cool blue to warm orange. Golden hour lives around 0.7\n- **color** + **color_amount**: an optional colored gel (red, orange, yellow, green, cyan, blue, purple, magenta). 0.3 to 0.6 looks natural\n - *note:* the color only shows where that light reaches, so \n - 💡 dial the light size way down when using colors so it doesn't saturate the entire image\n - shadows fall back to the neutral fill\n- **enable_light_2**: a second light. Fill or rim, keep it dim\n\n### The look\n- **blend**: relit vs original. 0.7 to 0.9 looks best\n- **light_wrap**: how gradually light rolls into shade on the face. 0 = hard lamp\n- **fill**: the floor the shadows never drop below. 0 = pitch black, 0.2 = natural\n\n### Shadows\n- **shadows**: soft / hard / off\n- **shadow_amount**: how dark\n- **shadow_blur**: blurs the edge. Shadow looks cut out? Raise this\n- **background_shadow**: 1 = a wall right behind, 0 = a distant background with nothing to catch a shadow\n- **self_shadow**: how strongly the subject shadows itself (nose, chin, hair). Needs a mask\n- **relief**: how deep the scene is in 3D. More = longer, stronger shadows\n- **advanced**: shows the rest (depth falloff, shadow height / length / softness, subject distance, mask dome)\n \n### Mask\n- Connect one and the subject throws a shadow on the wall behind it.\n- **subject_distance**: how far in front of the wall. 0 = flat against it\n\n### Outputs\n- **image**: the relit image\n- **shadow_mask**: white = lit, black = in shadow\n- **light_layer**: the light on its own (the color shows here too)\n\n### Quick fixes\n\n| Problem | Try |\n|---------|-----|\n| Harsh, cut out | raise **shadow_blur** or **light_wrap**, lower **blend** |\n| Muddy, too dark | raise **fill** or **brightness** |\n| Flat | lower **fill**, move the light off center, lower **Z** |\n| No shadow on the wall | connect the mask, raise **background_shadow** and **subject_distance** |\n| Shadow on a far-away room | lower **background_shadow** |\n\n\n## 💡 Portraits\n\n- start with **Rembrandt** or **Soft window**\n- **Warm scenes:** **Golden hour**, or **Campfire** for a low orange glow\n- **Neon:** **Cyberpunk** is two colored lights. Swap the colors to taste\n- **Two lights:** turn on **enable_light_2**, keep it dim (about 0.5) and cool\n- **Room behind the subject?** Set **background_shadow** to 0 to 0.2 so she isn't throwing shadows on a couch ten feet away\n- **Spot lights:** don't park one on the border of the stage, it messes up the cone\n- ⚠️ Shadows are strong on purpose (that's why there is a **blend**)\n\n\n---\n\n**\"True Nothing is. Permitted Everything is\"** \n_Yoda Auditore, *Assassin's Wars*_\n\n"
8197 },
8198 "zh": {
8199 "text": "\n# LC Lighting Control V2 🔦 \n\n---\n\n根据**法线图** + **深度图**(可选**主体蒙版**)为任意图像重新打光。真实的投射阴影,硬阴影或软阴影都行。\n\n✋ **从这里开始**\n- 选一个**预设**,然后在**舞台**上拖动灯光。这就是 90% 的操作。\n- 改动任何数值,预设就会切换为 **custom**(什么都不会丢失,只是换了个新标签)。\n- 旧的 **LC Lighting Control 🔦** 是另一个独立节点,仍然可以用。\n\n### 舞台\n- **拖动** = X / Y(灯光的位置。+X 向右,+Y 向上)\n- **Shift+拖动** 或 **滚轮** = Z(0 = 侧面照射,1 = 正面照射)\n- 白色 = 灯光 1,红色 = 灯光 2。选择滤光片颜色后,手柄会变成那个颜色。\n- 蓝色箭头显示阴影落下的方向。\n- 💡 靠近中间的灯是正面光,所以不会投出侧向阴影。把它移出去才能看到阴影。\n\n### 预设\n- **Soft window**(左 / 右)、**Rembrandt**、**Split**(硬侧光)、**Top light**、**Under light**、**Rim / back light**、**Golden hour**、**Campfire**、**Cyberpunk**、**Key + fill**、**Flat front**\n- 预设会设定一切,包括精细控制项。从预设开始,再微调。\n\n### 每盏灯\n- **type**:spot = 一束光,sun = 照亮整个画面的均匀光\n- **brightness**:1.2 到 1.5 是自然的主光\n- **spread**:聚光束有多宽(sun 会忽略它)\n- **warmth**:从冷蓝到暖橙。Golden hour 大约在 0.7\n- **color** + **color_amount**:可选的彩色滤光片(red、orange、yellow、green、cyan、blue、purple、magenta)。0.3 到 0.6 看起来比较自然\n - *注:* 颜色只会出现在那盏灯照到的地方,所以 \n - 💡 用颜色时把灯的大小调得很小,免得整张图过饱和\n - 阴影会退回到中性的补光\n- **enable_light_2**:第二盏灯。用作补光或轮廓光,保持暗一点\n\n### 效果\n- **blend**:重新打光与原图的混合。0.7 到 0.9 看起来最好\n- **light_wrap**:脸上光线渐变进入阴影的柔和程度。0 = 硬灯\n- **fill**:阴影永远不会低于的底线。0 = 漆黑,0.2 = 自然\n\n### 阴影\n- **shadows**:soft / hard / off\n- **shadow_amount**:多深\n- **shadow_blur**:模糊边缘。阴影看起来像剪出来的?调高这个\n- **background_shadow**:1 = 身后紧贴一面墙,0 = 背景很远,没有东西能接住阴影\n- **self_shadow**:主体对自己投射阴影的强度(鼻子、下巴、头发)。需要蒙版\n- **relief**:场景的 3D 深度有多大。越大 = 阴影越长越强\n- **advanced**:显示其余选项(深度衰减、阴影高度 / 长度 / 柔和度、主体距离、蒙版穹顶)\n \n### 蒙版\n- 接入一个,主体就会在身后的墙上投下阴影。\n- **subject_distance**:主体在墙前多远。0 = 紧贴墙面\n\n### 输出\n- **image**:重新打光后的图像\n- **shadow_mask**:白色 = 受光,黑色 = 处于阴影中\n- **light_layer**:单独的光照层(颜色也会在这里显示)\n\n### 快速修复\n\n| 问题 | 试试 |\n|---------|-----|\n| 生硬、像剪出来的 | 调高 **shadow_blur** 或 **light_wrap**,调低 **blend** |\n| 浑浊、太暗 | 调高 **fill** 或 **brightness** |\n| 平淡 | 调低 **fill**,把灯移离中心,调低 **Z** |\n| 墙上没有阴影 | 接入蒙版,调高 **background_shadow** 和 **subject_distance** |\n| 阴影落在很远的房间里 | 调低 **background_shadow** |\n\n\n## 💡 人像\n\n- 从 **Rembrandt** 或 **Soft window** 开始\n- **暖色场景:** **Golden hour**,或用 **Campfire** 得到低调的橙色光晕\n- **霓虹:** **Cyberpunk** 是两盏彩色灯。颜色按口味替换\n- **两盏灯:** 开启 **enable_light_2**,保持较暗(约 0.5)并偏冷\n- **主体身后有房间?** 把 **background_shadow** 设为 0 到 0.2,这样她就不会在十英尺外的沙发上投阴影\n- **聚光灯:** 不要把灯停在舞台边界上,会弄乱光锥\n- ⚠️ 阴影故意做得很强(所以才有 **blend**)\n\n\n---\n\n**\"True Nothing is. Permitted Everything is\"** \n_Yoda Auditore, *Assassin's Wars*_\n\n",
8200 "src": "f658e65d",
8201 "srcTitle": "LC Lighting Control V2 🔦"
8202 },
8203 "ja": {
8204 "text": "\n# LC Lighting Control V2 🔦 \n\n---\n\n**ノーマルマップ** + **深度マップ**(任意で**被写体マスク**)から、どんな画像もリライトします。本物のキャストシャドウを、ハードでもソフトでも。\n\n✋ **まずはここから**\n- **プリセット**を選んで、**ステージ**上のライトをドラッグします。これで9割は完成です。\n- どれか1つでも値を変えると、プリセットは**custom**に切り替わります(何も失われません。ラベルが変わるだけです)。\n- 旧版の **LC Lighting Control 🔦** は別のノードで、今も動きます。\n\n### ステージ\n- **ドラッグ**=X / Y(ライトの位置。+Xは右、+Yは上)\n- **Shift+ドラッグ**または**ホイール**=Z(0=真横から、1=正面から)\n- 白=ライト1、赤=ライト2。ジェルの色を選ぶと、ハンドルもその色になります。\n- 青い矢印は、影が落ちる方向を示します。\n- 💡 中央付近のライトは正面からなので、横向きの影は落ちません。外側に動かすと影が見えます。\n\n### プリセット\n- **Soft window**(左 / 右)、**Rembrandt**、**Split**(ハードなサイド光)、**Top light**、**Under light**、**Rim / back light**、**Golden hour**、**Campfire**、**Cyberpunk**、**Key + fill**、**Flat front**\n- プリセットは、細かいコントロールも含めてすべてを設定します。まずそこから始めて、微調整しましょう。\n\n### 各ライト\n- **type**: spot=ビーム、sun=フレーム全体を均一に照らす光\n- **brightness**: 自然なキーライトは1.2〜1.5\n- **spread**: スポットビームの広さ(sunでは無視されます)\n- **warmth**: 冷たい青から暖かいオレンジまで。ゴールデンアワーは0.7あたり\n- **color** + **color_amount**: 任意のカラージェル(red、orange、yellow、green、cyan、blue、purple、magenta)。自然に見えるのは0.3〜0.6\n - *注意:* 色はそのライトが届く場所にしか出ないので、\n - 💡 色を使うときはライトのサイズをかなり下げて、画像全体が飽和しないようにしましょう\n - 影はニュートラルなフィルに戻ります\n- **enable_light_2**: 2つ目のライト。フィルかリムとして、控えめに\n\n### ルック\n- **blend**: リライト後と元画像の比率。0.7〜0.9が一番きれいです\n- **light_wrap**: 顔の上で、光が影へ移り変わる緩やかさ。0=ハードなランプ\n- **fill**: 影がそれ以上は暗くならない下限。0=真っ暗、0.2=自然\n\n### 影\n- **shadows**: soft / hard / off\n- **shadow_amount**: どれだけ暗くするか\n- **shadow_blur**: 影の縁をぼかします。影が切り抜いたように見えるなら、これを上げます\n- **background_shadow**: 1=すぐ後ろに壁がある、0=影を受けるものがない遠い背景\n- **self_shadow**: 被写体が自分自身に落とす影の強さ(鼻、あご、髪)。マスクが必要です\n- **relief**: シーンの3Dとしての深さ。大きいほど、影が長く強くなります\n- **advanced**: 残りを表示します(depth falloff、shadow height / length / softness、subject distance、mask dome)\n \n### マスク\n- つなぐと、被写体が背後の壁に影を落とします。\n- **subject_distance**: 壁からどれだけ手前にいるか。0=壁にぴったり\n\n### 出力\n- **image**: リライト後の画像\n- **shadow_mask**: 白=照らされている、黒=影の中\n- **light_layer**: 光だけを取り出したもの(色もここに出ます)\n\n### 手早い対処法\n\n| 問題 | 対処 |\n|---------|-----|\n| きつい、切り抜いたように見える | **shadow_blur** か **light_wrap** を上げる、**blend** を下げる |\n| 濁っている、暗すぎる | **fill** か **brightness** を上げる |\n| のっぺりしている | **fill** を下げる、ライトを中央から外す、**Z** を下げる |\n| 壁に影が出ない | マスクをつなぐ、**background_shadow** と **subject_distance** を上げる |\n| 遠くにある部屋に影が出る | **background_shadow** を下げる |\n\n\n## 💡 ポートレート\n\n- **Rembrandt** か **Soft window** から始めます\n- **暖かいシーン:** **Golden hour**、または低いオレンジの光なら **Campfire**\n- **ネオン:** **Cyberpunk** は色付きのライト2灯です。好みで色を入れ替えてください\n- **2灯使い:** **enable_light_2** をオンにして、控えめ(0.5くらい)に、冷たい色で\n- **被写体の後ろに部屋がある?** **background_shadow** を0〜0.2にして、3メートル先のソファに彼女の影が落ちないようにします\n- **スポットライト:** ステージの境界線上には置かないでください。コーンが崩れます\n- ⚠️ 影はわざと強めに出ます(だから **blend** があります)\n\n\n---\n\n**\"True Nothing is. Permitted Everything is\"** \n_Yoda Auditore, *Assassin's Wars*_\n\n",
8205 "src": "f658e65d",
8206 "srcTitle": "LC Lighting Control V2 🔦"
8207 },
8208 "ko": {
8209 "text": "\n# LC Lighting Control V2 🔦 \n\n---\n\n**normal map** + **depth map**(선택 사항인 **피사체 마스크**)으로 어떤 이미지든 리라이트합니다. 하드 또는 소프트, 진짜 캐스트 섀도.\n\n✋ **여기서 시작**\n- **프리셋**을 고르고 **스테이지**에서 라이트를 드래그하세요. 이게 90%입니다.\n- 값을 하나라도 바꾸면 프리셋이 **custom**으로 바뀝니다 (아무것도 잃지 않고, 이름표만 새로 붙습니다).\n- 예전 **LC Lighting Control 🔦**은 별개의 노드이고 여전히 작동합니다.\n\n### 스테이지\n- **드래그** = X / Y (라이트 위치. +X는 오른쪽, +Y는 위)\n- **Shift+드래그** 또는 **휠** = Z (0 = 측면, 1 = 정면)\n- 흰색 = 라이트 1, 빨간색 = 라이트 2. 젤 색을 고르면 핸들도 그 색이 됩니다.\n- 파란 화살표는 그림자가 지는 방향을 보여줍니다.\n- 💡 가운데 근처의 라이트는 정면이라 옆으로 그림자가 지지 않습니다. 바깥으로 옮겨야 보입니다.\n\n### 프리셋\n- **Soft window** (왼쪽 / 오른쪽), **Rembrandt**, **Split** (하드 측면), **Top light**, **Under light**, **Rim / back light**, **Golden hour**, **Campfire**, **Cyberpunk**, **Key + fill**, **Flat front**\n- 프리셋은 세부 컨트롤까지 전부 설정합니다. 거기서 시작해서 살짝 손보세요.\n\n### 각 라이트\n- **type**: spot = 빔, sun = 프레임 전체에 고른 빛\n- **brightness**: 1.2~1.5가 자연스러운 키 라이트\n- **spread**: 스폿 빔이 얼마나 넓은지 (sun은 무시)\n- **warmth**: 차가운 파랑에서 따뜻한 주황까지. Golden hour는 0.7 근처\n- **color** + **color_amount**: 선택 사항인 컬러 젤 (red, orange, yellow, green, cyan, blue, purple, magenta). 0.3~0.6이 자연스럽습니다\n - *참고:* 색은 그 라이트가 닿는 곳에만 나타나므로 \n - 💡 색을 쓸 때는 이미지 전체가 포화되지 않도록 라이트 size를 많이 낮추세요\n - 그림자는 중립 fill로 돌아갑니다\n- **enable_light_2**: 두 번째 라이트. 필이나 림으로, 어둡게 두세요\n\n### 룩\n- **blend**: 리라이트 대 원본. 0.7~0.9가 가장 좋아 보입니다\n- **light_wrap**: 얼굴에서 빛이 그늘로 얼마나 서서히 넘어가는지. 0 = 하드 램프\n- **fill**: 그림자가 절대 내려가지 않는 하한선. 0 = 칠흑, 0.2 = 자연스러움\n\n### 그림자\n- **shadows**: soft / hard / off\n- **shadow_amount**: 얼마나 어둡게\n- **shadow_blur**: 가장자리를 블러. 그림자가 오려 붙인 것 같나요? 이걸 올리세요\n- **background_shadow**: 1 = 바로 뒤에 벽, 0 = 그림자를 받을 게 없는 먼 배경\n- **self_shadow**: 피사체가 자기 자신에게 지는 그림자(코, 턱, 머리카락)의 강도. 마스크 필요\n- **relief**: 장면의 3D 깊이. 많을수록 그림자가 더 길고 강해집니다\n- **advanced**: 나머지를 표시 (depth 감쇠, 그림자 높이 / 길이 / 부드러움, 피사체 거리, 마스크 돔)\n \n### 마스크\n- 연결하면 피사체가 뒤쪽 벽에 그림자를 드리웁니다.\n- **subject_distance**: 벽에서 앞으로 얼마나 떨어져 있는지. 0 = 벽에 딱 붙음\n\n### 출력\n- **image**: 리라이트된 이미지\n- **shadow_mask**: 흰색 = 빛 받음, 검정 = 그림자 속\n- **light_layer**: 빛만 따로 (색도 여기 표시됩니다)\n\n### 빠른 해결\n\n| 문제 | 시도 |\n|---------|-----|\n| 거칠고 오려 붙인 느낌 | **shadow_blur**나 **light_wrap**을 올리고, **blend**를 낮추기 |\n| 탁하고 너무 어두움 | **fill**이나 **brightness** 올리기 |\n| 평평함 | **fill**을 낮추고, 라이트를 중심에서 옮기고, **Z**를 낮추기 |\n| 벽에 그림자가 없음 | 마스크를 연결하고 **background_shadow**와 **subject_distance**를 올리기 |\n| 멀리 있는 방에 그림자가 생김 | **background_shadow**를 낮추기 |\n\n\n## 💡 인물 사진\n\n- **Rembrandt**나 **Soft window**로 시작\n- **따뜻한 장면:** **Golden hour**, 또는 낮은 주황빛 광채가 필요하면 **Campfire**\n- **네온:** **Cyberpunk**는 컬러 라이트 두 개입니다. 색은 취향대로 바꾸세요\n- **라이트 두 개:** **enable_light_2**를 켜고, 어둡게(약 0.5), 차갑게 두세요\n- **피사체 뒤에 방이 있나요?** 3m 뒤 소파에 그림자가 지지 않도록 **background_shadow**를 0~0.2로 설정하세요\n- **스폿 라이트:** 스테이지 경계에 놓지 마세요, 원뿔이 망가집니다\n- ⚠️ 그림자는 일부러 강합니다 (그래서 **blend**가 있는 겁니다)\n\n\n---\n\n**\"True Nothing is. Permitted Everything is\"** \n_Yoda Auditore, *Assassin's Wars*_\n\n",
8210 "src": "f658e65d",
8211 "srcTitle": "LC Lighting Control V2 🔦"
8212 }
8213 },
8214 "titles": {
8215 "en": "LC Lighting Control V2 🔦",
8216 "zh": "LC Lighting Control V2 🔦",
8217 "ja": "LC Lighting Control V2 🔦",
8218 "ko": "LC Lighting Control V2 🔦"
8219 }
8220 },
8221 "ue_properties": {
8222 "widget_ue_connectable": [],
8223 "version": "7.8",
8224 "input_ue_unconnectable": []
8225 }
8226 },
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8228 "English ✏️",
8229 "\n# LC Lighting Control V2 🔦 \n\n---\n\nRelight any image from a **normal map** + **depth map** (optional **subject mask**). Real cast shadows, hard or soft.\n\n✋ **Start here**\n- Pick a **preset**, then drag the light on the **stage**. That is 90% of it.\n- Change any value and the preset flips to **custom** (nothing is lost, it just gets a new label).\n- The old **LC Lighting Control 🔦** is a separate node and still works.\n\n### The stage\n- **Drag** = X / Y (where the light is. +X is right, +Y is up)\n- **Shift+drag** or **wheel** = Z (0 = side on, 1 = head on)\n- White = light 1, red = light 2. Pick a gel color and the handle takes it on.\n- The blue arrow shows where the shadow falls.\n- 💡 A light near the middle is head-on, so it throws no sideways shadow. Move it out to see one.\n\n### Presets\n- **Soft window** (left / right), **Rembrandt**, **Split** (hard side), **Top light**, **Under light**, **Rim / back light**, **Golden hour**, **Campfire**, **Cyberpunk**, **Key + fill**, **Flat front**\n- A preset sets everything, fine controls included. Start there, then nudge.\n\n### Each light\n- **type**: spot = a beam, sun = even light over the whole frame\n- **brightness**: 1.2 to 1.5 is a natural key light\n- **spread**: how wide the spot beam is (sun ignores it)\n- **warmth**: cool blue to warm orange. Golden hour lives around 0.7\n- **color** + **color_amount**: an optional colored gel (red, orange, yellow, green, cyan, blue, purple, magenta). 0.3 to 0.6 looks natural\n - *note:* the color only shows where that light reaches, so \n - 💡 dial the light size way down when using colors so it doesn't saturate the entire image\n - shadows fall back to the neutral fill\n- **enable_light_2**: a second light. Fill or rim, keep it dim\n\n### The look\n- **blend**: relit vs original. 0.7 to 0.9 looks best\n- **light_wrap**: how gradually light rolls into shade on the face. 0 = hard lamp\n- **fill**: the floor the shadows never drop below. 0 = pitch black, 0.2 = natural\n\n### Shadows\n- **shadows**: soft / hard / off\n- **shadow_amount**: how dark\n- **shadow_blur**: blurs the edge. Shadow looks cut out? Raise this\n- **background_shadow**: 1 = a wall right behind, 0 = a distant background with nothing to catch a shadow\n- **self_shadow**: how strongly the subject shadows itself (nose, chin, hair). Needs a mask\n- **relief**: how deep the scene is in 3D. More = longer, stronger shadows\n- **advanced**: shows the rest (depth falloff, shadow height / length / softness, subject distance, mask dome)\n \n### Mask\n- Connect one and the subject throws a shadow on the wall behind it.\n- **subject_distance**: how far in front of the wall. 0 = flat against it\n\n### Outputs\n- **image**: the relit image\n- **shadow_mask**: white = lit, black = in shadow\n- **light_layer**: the light on its own (the color shows here too)\n\n### Quick fixes\n\n| Problem | Try |\n|---------|-----|\n| Harsh, cut out | raise **shadow_blur** or **light_wrap**, lower **blend** |\n| Muddy, too dark | raise **fill** or **brightness** |\n| Flat | lower **fill**, move the light off center, lower **Z** |\n| No shadow on the wall | connect the mask, raise **background_shadow** and **subject_distance** |\n| Shadow on a far-away room | lower **background_shadow** |\n\n\n## 💡 Portraits\n\n- start with **Rembrandt** or **Soft window**\n- **Warm scenes:** **Golden hour**, or **Campfire** for a low orange glow\n- **Neon:** **Cyberpunk** is two colored lights. Swap the colors to taste\n- **Two lights:** turn on **enable_light_2**, keep it dim (about 0.5) and cool\n- **Room behind the subject?** Set **background_shadow** to 0 to 0.2 so she isn't throwing shadows on a couch ten feet away\n- **Spot lights:** don't park one on the border of the stage, it messes up the cone\n- ⚠️ Shadows are strong on purpose (that's why there is a **blend**)\n\n\n---\n\n**\"True Nothing is. Permitted Everything is\"** \n_Yoda Auditore, *Assassin's Wars*_\n\n"
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8233 "text": "\n# LC Lighting Control V2 🔦 \n\n---\n\nRelight any image from a **normal map** + **depth map** (optional **subject mask**). Real cast shadows, hard or soft.\n\n✋ **Start here**\n- Pick a **preset**, then drag the light on the **stage**. That is 90% of it.\n- Change any value and the preset flips to **custom** (nothing is lost, it just gets a new label).\n- The old **LC Lighting Control 🔦** is a separate node and still works.\n\n### The stage\n- **Drag** = X / Y (where the light is. +X is right, +Y is up)\n- **Shift+drag** or **wheel** = Z (0 = side on, 1 = head on)\n- White = light 1, red = light 2. Pick a gel color and the handle takes it on.\n- The blue arrow shows where the shadow falls.\n- 💡 A light near the middle is head-on, so it throws no sideways shadow. Move it out to see one.\n\n### Presets\n- **Soft window** (left / right), **Rembrandt**, **Split** (hard side), **Top light**, **Under light**, **Rim / back light**, **Golden hour**, **Campfire**, **Cyberpunk**, **Key + fill**, **Flat front**\n- A preset sets everything, fine controls included. Start there, then nudge.\n\n### Each light\n- **type**: spot = a beam, sun = even light over the whole frame\n- **brightness**: 1.2 to 1.5 is a natural key light\n- **spread**: how wide the spot beam is (sun ignores it)\n- **warmth**: cool blue to warm orange. Golden hour lives around 0.7\n- **color** + **color_amount**: an optional colored gel (red, orange, yellow, green, cyan, blue, purple, magenta). 0.3 to 0.6 looks natural\n - *note:* the color only shows where that light reaches, so \n - 💡 dial the light size way down when using colors so it doesn't saturate the entire image\n - shadows fall back to the neutral fill\n- **enable_light_2**: a second light. Fill or rim, keep it dim\n\n### The look\n- **blend**: relit vs original. 0.7 to 0.9 looks best\n- **light_wrap**: how gradually light rolls into shade on the face. 0 = hard lamp\n- **fill**: the floor the shadows never drop below. 0 = pitch black, 0.2 = natural\n\n### Shadows\n- **shadows**: soft / hard / off\n- **shadow_amount**: how dark\n- **shadow_blur**: blurs the edge. Shadow looks cut out? Raise this\n- **background_shadow**: 1 = a wall right behind, 0 = a distant background with nothing to catch a shadow\n- **self_shadow**: how strongly the subject shadows itself (nose, chin, hair). Needs a mask\n- **relief**: how deep the scene is in 3D. More = longer, stronger shadows\n- **advanced**: shows the rest (depth falloff, shadow height / length / softness, subject distance, mask dome)\n \n### Mask\n- Connect one and the subject throws a shadow on the wall behind it.\n- **subject_distance**: how far in front of the wall. 0 = flat against it\n\n### Outputs\n- **image**: the relit image\n- **shadow_mask**: white = lit, black = in shadow\n- **light_layer**: the light on its own (the color shows here too)\n\n### Quick fixes\n\n| Problem | Try |\n|---------|-----|\n| Harsh, cut out | raise **shadow_blur** or **light_wrap**, lower **blend** |\n| Muddy, too dark | raise **fill** or **brightness** |\n| Flat | lower **fill**, move the light off center, lower **Z** |\n| No shadow on the wall | connect the mask, raise **background_shadow** and **subject_distance** |\n| Shadow on a far-away room | lower **background_shadow** |\n\n\n## 💡 Portraits\n\n- start with **Rembrandt** or **Soft window**\n- **Warm scenes:** **Golden hour**, or **Campfire** for a low orange glow\n- **Neon:** **Cyberpunk** is two colored lights. Swap the colors to taste\n- **Two lights:** turn on **enable_light_2**, keep it dim (about 0.5) and cool\n- **Room behind the subject?** Set **background_shadow** to 0 to 0.2 so she isn't throwing shadows on a couch ten feet away\n- **Spot lights:** don't park one on the border of the stage, it messes up the cone\n- ⚠️ Shadows are strong on purpose (that's why there is a **blend**)\n\n\n---\n\n**\"True Nothing is. Permitted Everything is\"** \n_Yoda Auditore, *Assassin's Wars*_\n\n"
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8262 "text": "**LC Notify 🔊**\n- hook to any node outlet.\n- plays a selected sound upon completion\n- select from a list of preloaded sounds or place your own in the folder shown below\n\n\n\n```\n📂 ComfyUI/\n│── 📂 custom_nodes\n│ ├── 📂 ComfyUI_LC123_nodes\n│ │ └── 📂 assets\n│ │ └──📂 sounds\n│ │ └── any .mp3 sound\n```"
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8265 "text": "**LC Notify 🔊**\n- 接到任意节点的输出口上。\n- 完成时播放你选的提示音\n- 可以从预置音效列表里选,也可以把自己的音效放进下面这个文件夹\n\n\n\n```\n📂 ComfyUI/\n│── 📂 custom_nodes\n│ ├── 📂 ComfyUI_LC123_nodes\n│ │ └── 📂 assets\n│ │ └──📂 sounds\n│ │ └── any .mp3 sound\n```",
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8268 },
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8270 "text": "**LC Notify 🔊**\n- 任意のノードの出力に接続します。\n- 完了時に選択したサウンドを鳴らします\n- 用意されたサウンドから選ぶか、下に示すフォルダに自分のサウンドを置いてください\n\n\n\n```\n📂 ComfyUI/\n│── 📂 custom_nodes\n│ ├── 📂 ComfyUI_LC123_nodes\n│ │ └── 📂 assets\n│ │ └──📂 sounds\n│ │ └── any .mp3 sound\n```\n",
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8275 "text": "**LC Notify 🔊**\n- 아무 노드의 출력에 연결하세요.\n- 완료되면 선택한 소리를 재생합니다\n- 미리 들어 있는 소리 중에서 고르거나, 아래 폴더에 직접 소리를 넣으세요\n\n\n\n```\n📂 ComfyUI/\n│── 📂 custom_nodes\n│ ├── 📂 ComfyUI_LC123_nodes\n│ │ └── 📂 assets\n│ │ └──📂 sounds\n│ │ └── any .mp3 sound\n```",
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8598 "en": {
8599 "text": "### 🛑🚫✋ I ***highly suggest*** you fix the seed, run the picture, then do not change anything upstream so it does not reprocess.\n\n- VRAM issues? See the **LC123 Performance Settings ⚙️** note.\n- Turn nodes on and off in the **LC Bypasser** to the right.\n- It runs left to right, top to bottom: the same order light takes through a real camera (scene, lens, film).\n---\n## The Look 👀\n\n- 💡 **LC Depth FX, Bloom, Lens Profile, Film Stock** and **Film Grain** share **looks**.\n- Pick the same one on each and they complement each other.\n - **LC Sharpen Pro** should be used sparingly when trying to achieve realism. It shares some of the same qualities, but is not tied into this set. \n\n---\n\n## 🎯 Correct, 🔪 Sharpen, 🌫️ Depth\n\n**LC Image Crop 🖼️🔪**\n- First, so everything after it (depth, vignette, grain) lands on your final framing.\n- X / Y / width / height, or free.\n\n**LC Color Match 🎨**\n- Pulls the colors back to the original loaded image after the lighting pass.\n- **adain** is the most stable method.\n- **skin_protect** keeps faces from shifting hue.\n\n**LC Auto White Balance**\n- Neutralizes the overall color cast. Handy when you want to flatten the color.\n- **Shades of Gray** is usually the safest.\n\n**LC Sharpen Pro 🔪**\n- **🍄Upgraded**\n- Before the depth blur, never after.\n- **sharpen:** undoes softness instead of drawing outlines.\n- **texture:** pores, fabric, hair.\n- **clarity:** large-scale punch.\n- **halo:** 1 = no bright or dark rims.\n- 💡 Use **Lineart / Anime sharp / Illustration** for art, with **skin_protect** at 0.\n\n**Depth Anything V2 🗺️**\n- Used for Depth FX.\n- Only runs when Depth FX is on.\n\n**LC Depth FX 🌫️**\n- **haze:** distant areas fade toward the image's own haze color.\n- **light_wrap:** background light bleeds over the subject's edges. Kills the cut-out sticker look.\n- **dof_blur:** depth of field with real bokeh. The subject never smears into the background.\n- **auto_focus** finds the subject in the upper middle of the frame.\n- 💡 If you want to **REALLY** dial down, hook up an **LC Person Mask 🧍** to the *focus mask* input.\n - That would be crazy 🤔\n\n---\n\n## 📷 Camera, Lens, & 🎞️ Film Adjustments\n\n**LC Lift Gamma Gain**\n- Lift = shadows · Gamma = midtones · Gain = highlights.\n- 💡 Most of the film-look color work happens here.\n\n**LC Vibrance**\n- Boosts muted colors without frying the ones that are already saturated.\n- Kinder to skin than plain saturation.\n\n**LC Bloom**\n- Switch **mode** to **Pro-Mist** for a diffusion filter in front of the lens: soft glow, gentler contrast.\n- 💡 A little is dreamy. A lot is fog.\n\n**LC Lens Profile**\n- Real lens distortion, chromatic aberration and vignette (Canon 50mm f/1.8, Helios 44-2, etc.).\n\n**LC Bloom · Halation**\n- The red-orange glow film gets around bright edges. Not a pink wash.\n\n**LC Film Stock (Color)**\n- Portra, Ektachrome, Cinestill, etc.\n- 💡 0.6 to 0.9 strength often looks more natural than full.\n\n**LC Film Stock (B&W)**\n- Real black and white film response, with a color filter option.\n- 💡 Leave it off if you want color.\n\n---\n\n## 🎨 Post Production Filters\n\n**LC Directional Blur**\n- Motion blur along one angle. Drag the arrow on the node.\n- **taps:** low = double exposure look, high = smooth streak.\n\n**LC Apply LUT**\n- **strength** 0.2 to 0.4 is usually plenty. Full strength is a sledgehammer.\n- Leave **log** off unless the LUT was made for log footage (it will typically say so in the name).\n- Get free ones [Here](https://freshluts.com/)\n- Drop your `.cube` files here:\n```\nComfyUI/\n└── models/\n └── luts/\n ├── your_look.cube\n ├── film_emulation.cube\n └── ...\n```\n\n**LC Phone Filters 📱**\n- It's Instagram filters.\n\n**LC Film Grain**\n- Always the last effect. Anything after it treats the grain as detail.\n- The seed comes from the workflow, so the grain stays consistent.\n\n**LC Text Overlay**\n- Text on the final image: font, size, color, alignment, position.\n\n**LC Watermark 💧**\n- Any image as a watermark: size, location, opacity.\n\n---\n\n*\"True Nothing is. Permitted Everything is\"*- Yoda Auditore, **Assassin's Wars**\n\n\n"
8600 },
8601 "zh": {
8602 "text": "### 🛑🚫✋ 我***强烈建议***你固定 seed,先跑出图片,然后上游的任何东西都不要再改,这样就不会重新处理。\n\n- VRAM 有问题?请看 **LC123 Performance Settings ⚙️** 的说明。\n- 在右边的 **LC Bypasser** 里开关各个节点。\n- 运行顺序是从左到右、从上到下:和光线穿过真实相机的顺序一样(场景、镜头、胶片)。\n---\n## 整体风格 👀\n\n- 💡 **LC Depth FX、Bloom、Lens Profile、Film Stock** 和 **Film Grain** 共用 **looks**。\n- 在每个节点上选同一个,它们就会相辅相成。\n - **LC Sharpen Pro** 在追求写实时应该少用。它有一些相同的特性,但并不与这一套绑定。 \n\n---\n\n## 🎯 校正、🔪 锐化、🌫️ 景深\n\n**LC Image Crop 🖼️🔪**\n- 放在最前面,这样后面所有的东西(景深、暗角、颗粒)都落在你最终的构图上。\n- X / Y / 宽 / 高,或自由裁剪。\n\n**LC Color Match 🎨**\n- 在光照处理之后,把颜色拉回到最初加载的原图。\n- **adain** 是最稳定的方法。\n- **skin_protect** 防止人脸色相偏移。\n\n**LC Auto White Balance**\n- 中和整体的色偏。想把色彩压平时很方便。\n- **Shades of Gray** 通常最稳妥。\n\n**LC Sharpen Pro 🔪**\n- **🍄已升级**\n- 放在景深模糊之前,永远不要放在之后。\n- **sharpen:**消除模糊,而不是描出轮廓。\n- **texture:**毛孔、织物、头发。\n- **clarity:**大尺度的冲击力。\n- **halo:**1 = 没有亮边或暗边。\n- 💡 做插画类图像时使用 **Lineart / Anime sharp / Illustration**,并把 **skin_protect** 设为 0。\n\n**Depth Anything V2 🗺️**\n- 用于 Depth FX。\n- 只有在 Depth FX 开启时才会运行。\n\n**LC Depth FX 🌫️**\n- **haze:**远处区域向图像自身的雾色淡出。\n- **light_wrap:**背景光溢到主体边缘上。消除抠图贴纸般的感觉。\n- **dof_blur:**带有真实散景的景深。主体不会糊进背景。\n- **auto_focus** 会在画面中上部找到主体。\n- 💡 如果你想**真正**精细调控,把 **LC Person Mask 🧍** 接到 *focus mask* 输入上。\n - 那就太疯狂了🤔\n\n---\n\n## 📷 相机、镜头与 🎞️ 胶片调整\n\n**LC Lift Gamma Gain**\n- Lift = 阴影 · Gamma = 中间调 · Gain = 高光。\n- 💡 胶片风格的大部分调色都在这里完成。\n\n**LC Vibrance**\n- 提升暗淡的颜色,而不会把已经饱和的颜色烧掉。\n- 对皮肤比普通的饱和度更友好。\n\n**LC Bloom**\n- 把 **mode** 切换为 **Pro-Mist**,相当于镜头前的柔光滤镜:柔和的光晕,更温和的对比度。\n- 💡 一点点很梦幻。太多就是雾。\n\n**LC Lens Profile**\n- 真实的镜头畸变、色差和暗角(Canon 50mm f/1.8、Helios 44-2 等)。\n\n**LC Bloom · Halation**\n- 胶片在明亮边缘周围产生的红橙色光晕。不是粉红色的一片。\n\n**LC Film Stock (Color)**\n- Portra、Ektachrome、Cinestill 等。\n- 💡 0.6 到 0.9 的强度通常比全开更自然。\n\n**LC Film Stock (B&W)**\n- 真实的黑白胶片响应,带有彩色滤镜选项。\n- 💡 想要彩色的话就关掉它。\n\n---\n\n## 🎨 后期制作滤镜\n\n**LC Directional Blur**\n- 沿一个角度的运动模糊。拖动节点上的箭头。\n- **taps:**低 = 双重曝光效果,高 = 平滑的拖尾。\n\n**LC Apply LUT**\n- **strength** 0.2 到 0.4 通常就足够了。全强度就是大锤。\n- 除非 LUT 是为 log 素材制作的(名字里通常会写明),否则保持 **log** 关闭。\n- 在[这里](https://freshluts.com/)获取免费 LUT\n- 把你的 `.cube` 文件放在这里:\n```\nComfyUI/\n└── models/\n └── luts/\n ├── your_look.cube\n ├── film_emulation.cube\n └── ...\n```\n\n**LC Phone Filters 📱**\n- 就是 Instagram 滤镜。\n\n**LC Film Grain**\n- 永远是最后一个效果。它后面的任何东西都会把颗粒当作细节来处理。\n- seed 来自工作流,所以颗粒保持一致。\n\n**LC Text Overlay**\n- 在最终图像上叠加文字:字体、大小、颜色、对齐、位置。\n\n**LC Watermark 💧**\n- 任意图像作为水印:大小、位置、不透明度。\n\n---\n\n*\"True Nothing is. Permitted Everything is\"*- Yoda Auditore, **Assassin's Wars**\n\n\n\n",
8603 "src": "906f1bf6",
8604 "srcTitle": "🎨 Post Processing Suite"
8605 },
8606 "ja": {
8607 "text": "### 🛑🚫✋ シードを固定して画像を一度回したら、上流は何も変えないことを ***強くおすすめします***。再処理されなくなります。\n\n- VRAM の問題? **LC123 Performance Settings ⚙️** のノートを見てください。\n- 右にある **LC Bypasser** でノードをオン/オフします。\n- 左から右、上から下へ実行されます: 本物のカメラで光が通る順序(シーン、レンズ、フィルム)と同じです。\n---\n## ルック 👀\n\n- 💡 **LC Depth FX、Bloom、Lens Profile、Film Stock**、**Film Grain** は **looks** を共有しています。\n- それぞれで同じものを選ぶと、互いを引き立て合います。\n - **LC Sharpen Pro** は、リアルさを狙うときは控えめに使ってください。似た性質はありますが、このセットには連動していません。 \n\n---\n\n## 🎯 補正、🔪 シャープ、🌫️ 深度\n\n**LC Image Crop 🖼️🔪**\n- 最初に置きます。後ろのすべて(深度、ビネット、グレイン)が最終的なフレーミングに乗るようにするためです。\n- X / Y / width / height、またはフリー。\n\n**LC Color Match 🎨**\n- ライティング処理の後に、色を最初に読み込んだ元の画像に戻します。\n- **adain** が最も安定した方法です。\n- **skin_protect** は、顔の色相がずれるのを防ぎます。\n\n**LC Auto White Balance**\n- 全体の色かぶりを中和します。色をフラットにしたいときに便利です。\n- **Shades of Gray** がたいてい一番安全です。\n\n**LC Sharpen Pro 🔪**\n- **🍄アップグレード済み**\n- 深度ぼかしの前に置きます。後には置かないでください。\n- **sharpen:** 輪郭線を描くのではなく、ソフトさを戻します。\n- **texture:** 毛穴、布、髪。\n- **clarity:** 大きなスケールのパンチ。\n- **halo:** 1 = 明るい縁も暗い縁も出ません。\n- 💡 アート系には **Lineart / Anime sharp / Illustration** を使い、**skin_protect** は 0 にします。\n\n**Depth Anything V2 🗺️**\n- Depth FX に使われます。\n- Depth FX がオンのときだけ実行されます。\n\n**LC Depth FX 🌫️**\n- **haze:** 遠くの領域が、画像自身の霞の色に向かって薄れます。\n- **light_wrap:** 背景の光が被写体の縁に回り込みます。切り抜きシールっぽさが消えます。\n- **dof_blur:** 本物のボケを持つ被写界深度。被写体が背景に溶けることはありません。\n- **auto_focus** はフレーム上部中央付近の被写体を見つけます。\n- 💡 **本気で**追い込みたいなら、**LC Person Mask 🧍** を *focus mask* 入力につなぎます。\n - それはもうクレイジーですね🤔\n\n---\n\n## 📷 カメラ、レンズ、🎞️ フィルム調整\n\n**LC Lift Gamma Gain**\n- Lift = シャドウ · Gamma = 中間調 · Gain = ハイライト。\n- 💡 フィルムルックの色作りのほとんどは、ここで行われます。\n\n**LC Vibrance**\n- すでに飽和している色を焼かずに、くすんだ色を引き上げます。\n- 単純な彩度よりも肌にやさしいです。\n\n**LC Bloom**\n- **mode** を **Pro-Mist** に切り替えると、レンズの前にディフュージョンフィルターを付けた効果になります: ソフトなグロー、やわらかいコントラスト。\n- 💡 少しなら夢のよう。多いと霧です。\n\n**LC Lens Profile**\n- 本物のレンズ歪み、色収差、ビネット(Canon 50mm f/1.8、Helios 44-2 など)。\n\n**LC Bloom · Halation**\n- フィルムが明るい縁の周りに出す、赤橙色のグロー。ピンクの被りではありません。\n\n**LC Film Stock (Color)**\n- Portra、Ektachrome、Cinestill など。\n- 💡 strength は 0.6 から 0.9 のほうが、フルよりも自然に見えることが多いです。\n\n**LC Film Stock (B&W)**\n- 本物の白黒フィルムの応答で、カラーフィルターのオプション付き。\n- 💡 カラーにしたいならオフのままにしてください。\n\n---\n\n## 🎨 ポストプロダクションフィルター\n\n**LC Directional Blur**\n- ひとつの角度に沿ったモーションブラー。ノード上の矢印をドラッグします。\n- **taps:** 低い = 二重露光風、高い = なめらかな尾引き。\n\n**LC Apply LUT**\n- **strength** は 0.2 から 0.4 でたいてい十分です。フル強度はハンマーで殴るようなものです。\n- LUT がログ撮影の素材用に作られたものでない限り、**log** はオフのままにします(たいてい名前にそう書いてあります)。\n- 無料のものは[こちら](https://freshluts.com/)で入手できます\n- `.cube` ファイルはここに入れてください:\n```\nComfyUI/\n└── models/\n └── luts/\n ├── your_look.cube\n ├── film_emulation.cube\n └── ...\n```\n\n**LC Phone Filters 📱**\n- Instagram のフィルターです。\n\n**LC Film Grain**\n- 常に最後のエフェクトにします。後ろに何かあると、グレインがディテールとして扱われます。\n- シードはワークフローから取られるので、グレインは一貫したままです。\n\n**LC Text Overlay**\n- 最終画像へのテキスト: フォント、サイズ、色、配置、位置。\n\n**LC Watermark 💧**\n- 任意の画像をウォーターマークにできます: サイズ、位置、不透明度。\n\n---\n\n*\"True Nothing is. Permitted Everything is\"*- Yoda Auditore, **Assassin's Wars**",
8608 "src": "906f1bf6",
8609 "srcTitle": "🎨 Post Processing Suite"
8610 },
8611 "ko": {
8612 "text": "### 🛑🚫✋ seed를 고정하고 그림을 한 번 돌린 뒤, 업스트림은 아무것도 바꾸지 않기를 ***강력히 권합니다***. 그래야 다시 처리되지 않습니다.\n\n- VRAM 문제가 있나요? **LC123 Performance Settings ⚙️** 노트를 보세요.\n- 오른쪽의 **LC Bypasser**에서 노드를 켜고 끌 수 있습니다.\n- 왼쪽에서 오른쪽, 위에서 아래로 실행됩니다. 실제 카메라에서 빛이 지나가는 순서(장면, 렌즈, 필름)와 같습니다.\n---\n## 룩 👀\n\n- 💡 **LC Depth FX, Bloom, Lens Profile, Film Stock**과 **Film Grain**은 **looks**를 공유합니다.\n- 각각에서 같은 걸 고르면 서로 어우러집니다.\n - **LC Sharpen Pro**는 리얼리즘을 낼 때는 아껴 써야 합니다. 비슷한 특성이 일부 있지만 이 세트에는 묶여 있지 않습니다. \n\n---\n\n## 🎯 보정, 🔪 샤픈, 🌫️ 깊이\n\n**LC Image Crop 🖼️🔪**\n- 가장 먼저 놓아서, 이후의 모든 것(깊이, 비네트, 그레인)이 최종 구도에 적용되게 합니다.\n- X / Y / width / height, 또는 free.\n\n**LC Color Match 🎨**\n- 조명 패스 후에 색을 처음 불러온 원본 이미지 쪽으로 되돌립니다.\n- **adain**이 가장 안정적인 방법입니다.\n- **skin_protect**는 얼굴의 색조가 변하지 않게 합니다.\n\n**LC Auto White Balance**\n- 전체적인 색 쏠림을 중화합니다. 색을 평평하게 만들고 싶을 때 유용합니다.\n- **Shades of Gray**가 보통 가장 안전합니다.\n\n**LC Sharpen Pro 🔪**\n- **🍄업그레이드됨**\n- 깊이 블러 앞에 놓으세요. 절대 뒤에 두지 마세요.\n- **sharpen:** 윤곽선을 그리는 게 아니라 흐릿함을 되돌립니다.\n- **texture:** 모공, 원단, 머리카락.\n- **clarity:** 큰 단위의 임팩트.\n- **halo:** 1 = 밝거나 어두운 테두리 없음.\n- 💡 그림에는 **Lineart / Anime sharp / Illustration**을 쓰고 **skin_protect**는 0으로 두세요.\n\n**Depth Anything V2 🗺️**\n- Depth FX에 쓰입니다.\n- Depth FX가 켜져 있을 때만 실행됩니다.\n\n**LC Depth FX 🌫️**\n- **haze:** 먼 영역이 이미지 자체의 안개 색으로 옅어집니다.\n- **light_wrap:** 배경 빛이 피사체 가장자리로 번집니다. 오려 붙인 스티커 같은 느낌을 없애 줍니다.\n- **dof_blur:** 진짜 보케가 있는 피사계 심도. 피사체가 배경에 번지지 않습니다.\n- **auto_focus**는 프레임 위쪽 중앙에서 피사체를 찾습니다.\n- 💡 **진짜로** 정밀하게 하고 싶다면 **LC Person Mask 🧍**를 *focus mask* 입력에 연결하세요.\n - 그건 미친 짓이겠죠 🤔\n\n---\n\n## 📷 카메라, 렌즈, 🎞️ 필름 조정\n\n**LC Lift Gamma Gain**\n- Lift = 섀도 · Gamma = 미드톤 · Gain = 하이라이트.\n- 💡 필름 룩의 색 작업 대부분이 여기서 이루어집니다.\n\n**LC Vibrance**\n- 이미 채도가 높은 색은 망가뜨리지 않으면서 탁한 색을 끌어올립니다.\n- 일반 saturation보다 피부에 더 관대합니다.\n\n**LC Bloom**\n- **mode**를 **Pro-Mist**로 바꾸면 렌즈 앞에 디퓨전 필터를 단 효과가 납니다: 부드러운 글로우, 더 완만한 대비.\n- 💡 조금이면 몽환적이고, 많으면 안개입니다.\n\n**LC Lens Profile**\n- 실제 렌즈의 왜곡, 색수차, 비네트 (Canon 50mm f/1.8, Helios 44-2 등).\n\n**LC Bloom · Halation**\n- 필름에서 밝은 가장자리 주변에 번지는 붉은 주황색 글로우. 분홍색으로 뒤덮이는 게 아닙니다.\n\n**LC Film Stock (Color)**\n- Portra, Ektachrome, Cinestill 등.\n- 💡 strength 0.6에서 0.9가 최대치보다 더 자연스러워 보일 때가 많습니다.\n\n**LC Film Stock (B&W)**\n- 컬러 필터 옵션이 있는 실제 흑백 필름 반응.\n- 💡 컬러를 원하면 끄세요.\n\n---\n\n## 🎨 포스트 프로덕션 필터\n\n**LC Directional Blur**\n- 한 각도를 따라가는 모션 블러. 노드의 화살표를 드래그하세요.\n- **taps:** 낮음 = 이중 노출 룩, 높음 = 부드러운 잔상.\n\n**LC Apply LUT**\n- **strength** 0.2에서 0.4면 보통 충분합니다. 최대치는 망치질입니다.\n- LUT이 로그 영상용으로 만들어진 게 아니라면 **log**는 끄세요 (보통 이름에 그렇게 적혀 있습니다).\n- 무료 LUT은 [여기](https://freshluts.com/)에서 구하세요\n- `.cube` 파일은 여기에 넣으세요:\n```\nComfyUI/\n└── models/\n └── luts/\n ├── your_look.cube\n ├── film_emulation.cube\n └── ...\n```\n\n**LC Phone Filters 📱**\n- 인스타그램 필터입니다.\n\n**LC Film Grain**\n- 항상 마지막 효과여야 합니다. 그 뒤에 오는 것은 그레인을 디테일로 취급합니다.\n- seed는 워크플로우에서 오므로 그레인이 일관되게 유지됩니다.\n\n**LC Text Overlay**\n- 최종 이미지 위에 텍스트: 폰트, 크기, 색, 정렬, 위치.\n\n**LC Watermark 💧**\n- 아무 이미지나 워터마크로: 크기, 위치, 불투명도.\n\n---\n\n*\"True Nothing is. Permitted Everything is\"*- Yoda Auditore, **Assassin's Wars**\n\n",
8613 "src": "906f1bf6",
8614 "srcTitle": "🎨 Post Processing Suite"
8615 }
8616 },
8617 "titles": {
8618 "en": "🎨 Post Processing Suite",
8619 "zh": "🎨 后期处理套件",
8620 "ja": "🎨 ポストプロセススイート",
8621 "ko": "🎨 후처리 모음"
8622 }
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8631 "English ✏️",
8632 "### 🛑🚫✋ I ***highly suggest*** you fix the seed, run the picture, then do not change anything upstream so it does not reprocess.\n\n- VRAM issues? See the **LC123 Performance Settings ⚙️** note.\n- Turn nodes on and off in the **LC Bypasser** to the right.\n- It runs left to right, top to bottom: the same order light takes through a real camera (scene, lens, film).\n---\n## The Look 👀\n\n- 💡 **LC Depth FX, Bloom, Lens Profile, Film Stock** and **Film Grain** share **looks**.\n- Pick the same one on each and they complement each other.\n - **LC Sharpen Pro** should be used sparingly when trying to achieve realism. It shares some of the same qualities, but is not tied into this set. \n\n---\n\n## 🎯 Correct, 🔪 Sharpen, 🌫️ Depth\n\n**LC Image Crop 🖼️🔪**\n- First, so everything after it (depth, vignette, grain) lands on your final framing.\n- X / Y / width / height, or free.\n\n**LC Color Match 🎨**\n- Pulls the colors back to the original loaded image after the lighting pass.\n- **adain** is the most stable method.\n- **skin_protect** keeps faces from shifting hue.\n\n**LC Auto White Balance**\n- Neutralizes the overall color cast. Handy when you want to flatten the color.\n- **Shades of Gray** is usually the safest.\n\n**LC Sharpen Pro 🔪**\n- **🍄Upgraded**\n- Before the depth blur, never after.\n- **sharpen:** undoes softness instead of drawing outlines.\n- **texture:** pores, fabric, hair.\n- **clarity:** large-scale punch.\n- **halo:** 1 = no bright or dark rims.\n- 💡 Use **Lineart / Anime sharp / Illustration** for art, with **skin_protect** at 0.\n\n**Depth Anything V2 🗺️**\n- Used for Depth FX.\n- Only runs when Depth FX is on.\n\n**LC Depth FX 🌫️**\n- **haze:** distant areas fade toward the image's own haze color.\n- **light_wrap:** background light bleeds over the subject's edges. Kills the cut-out sticker look.\n- **dof_blur:** depth of field with real bokeh. The subject never smears into the background.\n- **auto_focus** finds the subject in the upper middle of the frame.\n- 💡 If you want to **REALLY** dial down, hook up an **LC Person Mask 🧍** to the *focus mask* input.\n - That would be crazy 🤔\n\n---\n\n## 📷 Camera, Lens, & 🎞️ Film Adjustments\n\n**LC Lift Gamma Gain**\n- Lift = shadows · Gamma = midtones · Gain = highlights.\n- 💡 Most of the film-look color work happens here.\n\n**LC Vibrance**\n- Boosts muted colors without frying the ones that are already saturated.\n- Kinder to skin than plain saturation.\n\n**LC Bloom**\n- Switch **mode** to **Pro-Mist** for a diffusion filter in front of the lens: soft glow, gentler contrast.\n- 💡 A little is dreamy. A lot is fog.\n\n**LC Lens Profile**\n- Real lens distortion, chromatic aberration and vignette (Canon 50mm f/1.8, Helios 44-2, etc.).\n\n**LC Bloom · Halation**\n- The red-orange glow film gets around bright edges. Not a pink wash.\n\n**LC Film Stock (Color)**\n- Portra, Ektachrome, Cinestill, etc.\n- 💡 0.6 to 0.9 strength often looks more natural than full.\n\n**LC Film Stock (B&W)**\n- Real black and white film response, with a color filter option.\n- 💡 Leave it off if you want color.\n\n---\n\n## 🎨 Post Production Filters\n\n**LC Directional Blur**\n- Motion blur along one angle. Drag the arrow on the node.\n- **taps:** low = double exposure look, high = smooth streak.\n\n**LC Apply LUT**\n- **strength** 0.2 to 0.4 is usually plenty. Full strength is a sledgehammer.\n- Leave **log** off unless the LUT was made for log footage (it will typically say so in the name).\n- Get free ones [Here](https://freshluts.com/)\n- Drop your `.cube` files here:\n```\nComfyUI/\n└── models/\n └── luts/\n ├── your_look.cube\n ├── film_emulation.cube\n └── ...\n```\n\n**LC Phone Filters 📱**\n- It's Instagram filters.\n\n**LC Film Grain**\n- Always the last effect. Anything after it treats the grain as detail.\n- The seed comes from the workflow, so the grain stays consistent.\n\n**LC Text Overlay**\n- Text on the final image: font, size, color, alignment, position.\n\n**LC Watermark 💧**\n- Any image as a watermark: size, location, opacity.\n\n---\n\n*\"True Nothing is. Permitted Everything is\"*- Yoda Auditore, **Assassin's Wars**\n\n\n"
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8636 "text": "### 🛑🚫✋ I ***highly suggest*** you fix the seed, run the picture, then do not change anything upstream so it does not reprocess.\n\n- VRAM issues? See the **LC123 Performance Settings ⚙️** note.\n- Turn nodes on and off in the **LC Bypasser** to the right.\n- It runs left to right, top to bottom: the same order light takes through a real camera (scene, lens, film).\n---\n## The Look 👀\n\n- 💡 **LC Depth FX, Bloom, Lens Profile, Film Stock** and **Film Grain** share **looks**.\n- Pick the same one on each and they complement each other.\n - **LC Sharpen Pro** should be used sparingly when trying to achieve realism. It shares some of the same qualities, but is not tied into this set. \n\n---\n\n## 🎯 Correct, 🔪 Sharpen, 🌫️ Depth\n\n**LC Image Crop 🖼️🔪**\n- First, so everything after it (depth, vignette, grain) lands on your final framing.\n- X / Y / width / height, or free.\n\n**LC Color Match 🎨**\n- Pulls the colors back to the original loaded image after the lighting pass.\n- **adain** is the most stable method.\n- **skin_protect** keeps faces from shifting hue.\n\n**LC Auto White Balance**\n- Neutralizes the overall color cast. Handy when you want to flatten the color.\n- **Shades of Gray** is usually the safest.\n\n**LC Sharpen Pro 🔪**\n- **🍄Upgraded**\n- Before the depth blur, never after.\n- **sharpen:** undoes softness instead of drawing outlines.\n- **texture:** pores, fabric, hair.\n- **clarity:** large-scale punch.\n- **halo:** 1 = no bright or dark rims.\n- 💡 Use **Lineart / Anime sharp / Illustration** for art, with **skin_protect** at 0.\n\n**Depth Anything V2 🗺️**\n- Used for Depth FX.\n- Only runs when Depth FX is on.\n\n**LC Depth FX 🌫️**\n- **haze:** distant areas fade toward the image's own haze color.\n- **light_wrap:** background light bleeds over the subject's edges. Kills the cut-out sticker look.\n- **dof_blur:** depth of field with real bokeh. The subject never smears into the background.\n- **auto_focus** finds the subject in the upper middle of the frame.\n- 💡 If you want to **REALLY** dial down, hook up an **LC Person Mask 🧍** to the *focus mask* input.\n - That would be crazy 🤔\n\n---\n\n## 📷 Camera, Lens, & 🎞️ Film Adjustments\n\n**LC Lift Gamma Gain**\n- Lift = shadows · Gamma = midtones · Gain = highlights.\n- 💡 Most of the film-look color work happens here.\n\n**LC Vibrance**\n- Boosts muted colors without frying the ones that are already saturated.\n- Kinder to skin than plain saturation.\n\n**LC Bloom**\n- Switch **mode** to **Pro-Mist** for a diffusion filter in front of the lens: soft glow, gentler contrast.\n- 💡 A little is dreamy. A lot is fog.\n\n**LC Lens Profile**\n- Real lens distortion, chromatic aberration and vignette (Canon 50mm f/1.8, Helios 44-2, etc.).\n\n**LC Bloom · Halation**\n- The red-orange glow film gets around bright edges. Not a pink wash.\n\n**LC Film Stock (Color)**\n- Portra, Ektachrome, Cinestill, etc.\n- 💡 0.6 to 0.9 strength often looks more natural than full.\n\n**LC Film Stock (B&W)**\n- Real black and white film response, with a color filter option.\n- 💡 Leave it off if you want color.\n\n---\n\n## 🎨 Post Production Filters\n\n**LC Directional Blur**\n- Motion blur along one angle. Drag the arrow on the node.\n- **taps:** low = double exposure look, high = smooth streak.\n\n**LC Apply LUT**\n- **strength** 0.2 to 0.4 is usually plenty. Full strength is a sledgehammer.\n- Leave **log** off unless the LUT was made for log footage (it will typically say so in the name).\n- Get free ones [Here](https://freshluts.com/)\n- Drop your `.cube` files here:\n```\nComfyUI/\n└── models/\n └── luts/\n ├── your_look.cube\n ├── film_emulation.cube\n └── ...\n```\n\n**LC Phone Filters 📱**\n- It's Instagram filters.\n\n**LC Film Grain**\n- Always the last effect. Anything after it treats the grain as detail.\n- The seed comes from the workflow, so the grain stays consistent.\n\n**LC Text Overlay**\n- Text on the final image: font, size, color, alignment, position.\n\n**LC Watermark 💧**\n- Any image as a watermark: size, location, opacity.\n\n---\n\n*\"True Nothing is. Permitted Everything is\"*- Yoda Auditore, **Assassin's Wars**\n\n\n"
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8873 "texts": {
8874 "en": {
8875 "text": "# Total nodes\n\n**253 nodes** across 5 packs. Deprecated nodes are listed but not counted.\n\n| Pack | Nodes | Version | Link |\n|---|---|---|---|\n| LC123 | 159 | v1.54.7 | [Repo](https://github.com/lonecatone23/ComfyUI_LC123_nodes) |\n| LC AV | 27 | v0.5.0 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_AV_nodes) |\n| LC MaskMaker | 29 | v0.29.3 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes) |\n| LC Vision | 12 | v1.6.18 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_Vision_nodes) |\n| LC ModelBuilder | 26 | v0.7.4 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes) |\n\n---\n\n## LC123 v1.54.7\n\n[github.com/lonecatone23/ComfyUI_LC123_nodes](https://github.com/lonecatone23/ComfyUI_LC123_nodes)\n\n| Node | What it does |\n|---|---|\n| **CivitAI 🚩🔪** | Strips flagged terms from a prompt using a compliance list, as an aid only (you are still responsible for CivitAI's terms). Off until you switch it on. |\n| **LC Advanced Folder 📂** | Builds separate filename and path outputs for Image Saver style nodes, with optional prefix-in-path and timestamp. |\n| **LC Anima Regional Inline Canvas** | Paint RGB regions on the node and get a separate conditioning and mask for each region, for Anima regional prompting. |\n| **LC Any Empty Bool** | Outputs true if any connected input is empty, muted or bypassed. |\n| **LC Any Empty Float** | Runs the same empty test as Any Empty Bool and outputs an empty and a not-empty float. |\n| **LC Any Empty Int** | Runs the same empty test as Any Empty Bool and outputs an empty and a not-empty integer. |\n| **LC Any Index Switch** | Passes through the input at the chosen index and ignores the other slots. |\n| **LC AnySwitch** | Picks the first connected input out of 2 to 20 and locks to its type. |\n| **LC Apply LoRA Stack 🎚️** | Applies a LORA_STACK from LC LoRA Loader Stack (or any pack) to model and/or clip. |\n| **LC Apply LUT** | Applies a .cube 3D LUT from models/luts with a strength from 0 to 2. Starts on LC Crushed Blacks at 0.3. |\n| **LC Aspect Ratio Pipe (In/Edit)** | Packs image, mask, size, latent, batch and resolution into an LC_PIPE, or edits one, overwriting only the wired sockets. |\n| **LC Aspect Ratio Pipe Out** | Unpacks the aspect ratio fields of an LC_PIPE into separate sockets and passes the pipe on. |\n| **LC Auto White Balance** | Corrects white balance automatically with a choice of algorithm, a strength blend and a before/after wipe. |\n| **LC Basic Scheduler** | Outputs sigmas for the full step count (no denoise), made to feed LC Split Sigmas (Advanced) for dual-pass sampling. |\n| **LC Batch Image 🖼️** | Batches images from auto-growing slots, ignoring muted or missing ones and resizing later images to the first. |\n| **LC Bloom** | Adds a glow from the bright areas in Bloom, Pro-Mist (diffusion filter) or Halation (film edge glow) mode. |\n| **LC Boolean** | Turns a boolean, int or float into a clean true/false and shows it on the node. |\n| **LC Boolean Flip** | Outputs the opposite of its toggle. |\n| **LC Boolean Switch** | Picks the on_true or on_false input (any type) based on a boolean. |\n| **LC Boolean Value** | A plain boolean toggle you can wire anywhere. |\n| **LC Bounding Boxes 🔲** | Draw boxes on a picture for Flux 3 or MOSS Image: name each box, pick new, change, move or remove, and describe the result. For MOSS a box can be a character and get its own palette. Works in classic and Nodes 2.0. |\n| **LC Bypass Relay** | Gathers nodes on its left so a hub can mute or bypass all of them together through OPT_CONNECTION. |\n| **LC Bypasser Panel** (JS only) | A widgets-only remote for LC Bypasser, LC Mute or LC Groups Bypasser. |\n| **LC Bypasser** (JS only) | Bypasses linked nodes from one place with toggles or BOOLEAN inputs. |\n| **LC Chromatic Aberration** | Shifts the RGB channels apart to fake lens fringing, with pixel amount and direction per channel. |\n| **LC Color Match 🎨** | Matches an image's colors to a reference (AdaIN / mean-std) with optional skin protection and mask. |\n| **LC Combo Selector** | A dropdown that mirrors the options of another node's combo (sampler, scheduler, etc.) when wired into it. |\n| **LC Control Panel 🎛️** | Up to 16 sliders and on/off switches on one node, each on its own output. The gear on a row sets its type (number or boolean), name, range, step and INT or FLOAT. A new row plugged into a number or boolean input copies that input's settings. |\n| **LC Custom Combo** | Builds your own list of options and outputs the chosen text and its index. |\n| **LC Custom Combo Panel** | A remote control that picks the choice for an LC Custom Combo from another spot. |\n| **LC Denoise 💉** | Injects latent noise scaled to 1 minus your denoise value, using the same denoise you give the sampler. |\n| **LC Depth FX 🌫️** | Uses a depth map for atmospheric haze, light wrap and depth of field with real bokeh, with shared looks. |\n| **LC Detail Daemon (BETA)** | Adds fine detail by hiding a little of the noise from the model over a window of the steps, on the original Detail Daemon schedule. Look only (default), classic and keep structure modes. Sampler version. Goes on the low pass sampler. |\n| **LC Detail Daemon (model) (BETA)** | The same Detail Daemon as a model patch, for a plain KSampler. |\n| **LC Detail Pipe Out** | Unpacks the detailer settings (models, prompts, seed, cfg, sampler, scheduler, steps) from an LC_PIPE. protect_mask (bottom): the areas the pipe detailers redrew. |\n| **LC Dimension Resize 📐** | Adds, subtracts, multiplies or divides width and height by one value and rounds the results to integers. |\n| **LC Directional Blur** | Motion blur along one angle and length, set by dragging an arrow on the node. |\n| **LC Dynamic Overlay** | Overlays image B on image A and lets you adjust the opacity on the node after one run without regenerating. |\n| **LC Easy Folder 📂** | Builds a filename_prefix for the native Save Image node and creates the folders. |\n| **LC Film Grain** | Adds film grain with amount, contrast, size and mono or color options. |\n| **LC Film Grain (Video) 🎞️** | The same grain for a whole clip: GPU, a few frames at a time, with a progress bar. Grain sized to the video, so it survives compression. |\n| **LC Film Stock (B&W)** | Gives a black and white film look from presets with a strength blend. |\n| **LC Film Stock (Color)** | Gives a color film look from presets (toe, shoulder, gamma) with a strength blend. |\n| **LC Float Compare** | Outputs the larger or smaller of two floats. |\n| **LC Flux 3 Layout Prompt 🗺️** | Adds the boxes to a Flux 3 prompt as the table the model was trained on. Write <1>, <2> in the prompt for box 1, box 2. |\n| **LC Flux 3 Reference Latent 🖼️** | Up to 4 reference pictures for Flux 3 on the positive and negative, the negative the model wants and the latent size. |\n| **LC Get Image 📐** | Reads an image's width, height, megapixels, longer side, batch size and aspect ratio. |\n| **LC Groups Bypasser** (JS only) | Bypasses whole groups from one place, with one toggle per group. |\n| **LC Image Adjust** | Basic color grade (hue, saturation, brightness, contrast) with a mild sharpen or soften. |\n| **LC Image Batch From Folder 📂** | Loads a whole folder as one batch in alphabetical order, with max_images and start_index. |\n| **LC Image Compare 🔎** | Compares large batches of images with a compact dropdown and a stable image area. |\n| **LC Image Crop 🖼️🔪** | Crops by dragging a box and handles on the node, with an optional aspect lock. |\n| **LC Image Denoise** | Smart denoise with blur strength, edge preservation and a blend. |\n| **LC Image Desaturate** | Desaturates toward grayscale with a factor and a luminance method. |\n| **LC Image Grid 🖼️** | Arranges a batch of images into a grid with optional gap, outline and border. |\n| **LC Image Label** | A floating image sticker with drag-and-drop upload for annotating a workflow (no sockets). |\n| **LC Image Pass** | Passes an image straight through. Turned off, the next node sees nothing on that input and runs without it. |\n| **LC Image Ref Pipe In 🖼️** | Bundles up to 16 reference images into one pipe, with sockets that grow like Text Encode Qwen Image 2.1. |\n| **LC Image Ref Pipe Out 🖼️** | Unpacks an image ref pipe back into image_1 to image_16 in their original slots, pipe first. |\n| **LC Image RGB** | Offsets each color channel separately with an overall strength. |\n| **LC Image Split 🖼️** | A before/after wipe on the node whose output is the baked split for saving, with your own divider width and colour. |\n| **LC Image Stitch Multi 🖼️🪡** | Stitches images side by side or stacked from autogrow slots, with match size, align and an optional gap. |\n| **LC Image to Total Megapixels 📐** | Scales an image to a total megapixel count and outputs the resulting resolution. |\n| **LC Image-Mask Resize 📐** | Resizes an image and/or mask to a preset, custom size, multiplier or megapixel count, in multiples of divisible_by. |\n| **LC Int Compare** | Outputs the larger or smaller of two integers. |\n| **LC Int Split** | Splits a total into a + b at a fractional split point, so a + b always equals the total. |\n| **LC Invert Boolean** | Coerces a boolean, int or float and outputs the opposite. |\n| **LC Is Bypassed / Muted** | Outputs true if the node wired into it is bypassed or muted, read live without queuing. |\n| **LC Join Strings 🔗** | Joins multiple strings with a delimiter and skips the empty ones. |\n| **LC Krea2 Regional Inline Canvas** | Paint RGB regions on the node and get regional conditioning using the krea2 CLIP type. |\n| **LC Label 🏷️** | A floating text label for annotating a workflow, with fonts, color, outline and shadow (no sockets). |\n| **LC Last Image Holder** | Keeps the last generated image for before/after comparison, even after disconnecting. Hold until seed change keeps the first image of a seed to compare tweaks against. |\n| **LC Lens FX (deprecated)** | Hidden from search. Old workflows still run it. Use Lens Profile, Vignette and Film Grain instead. |\n| **LC Lens Profile** | Applies or corrects a named lens profile with adjustable strength. |\n| **LC Lift Gamma Gain** | Grades shadows, midtones and highlights with lift, gamma, gain and offset. |\n| **LC Lighting Control V2 🔦** | Relights an image with one or two spot or sun lights, warmth, color gels and hard or soft cast shadows. |\n| **LC Lighting Control 🔦 (deprecated)** | Old workflows still run it. Use LC Lighting Control V2 instead. |\n| **LC LoRA Loader Stack 🎚️** | Builds the same LoRA list as LC LoRA Loader, output as a LORA_STACK. |\n| **LC LoRA Loader 🎚️** | Applies any number of LoRAs from one node, with enable, strength and drag-to-reorder per row. |\n| **LC LoRA Loader (single) 🎚️** | One LC LoRA Loader row (on / off, folder picker, strength, Info) for a turbo or style LoRA on its own spot. Model only, no add or remove. |\n| **LC Mask Pass** | Passes a mask through. Turned off, the next node runs with no mask. Use it instead of bypassing the node that makes the mask. |\n| **LC MiniMax H3 Pipe** | Packs or edits an H3 pipe holding the prompts, references and settings for MiniMax H3. |\n| **LC MiniMax H3 Pipe Out** | Unpacks an LC MiniMax H3 pipe into its separate sockets. |\n| **LC MiniMax H3 Pipe Out V2** | Unpacks an H3 pipe V2, adding prompt, steps, cfg, seed, sampler and scheduler outputs. |\n| **LC MiniMax H3 Pipe V2** | Packs or edits an H3 pipe V2, which also carries prompt, steps, cfg, seed, sampler and scheduler. |\n| **LC Model Info ℹ️** | Wire any MODEL in: it follows the wire upstream (LoRA loaders, merges, LC Model Optimizer) and reads each file's header only. Shows the workflow a save node baked in (base models, LoRAs with strengths, merges), Kohya training info and trigger tags, card fields, GGUF type. Live on the node, no queue needed. The model passes through. |\n| **LC Model Optimizer (pipe) ⚡** | The same as LC Model Optimizer, plus an LC_PIPE out (model 2 carries Ideogram 4's second model). |\n| **LC Model Optimizer Video (pipe) ⚡** | The same as LC Model Optimizer Video, plus an LC_PIPE out (vae 2 carries the audio VAE). |\n| **LC Model Optimizer Video ⚡** | The video version: model, text encoder, video and audio VAE and latent upscaler for MiniMax H3 and LTX 2.5 / 2.3. On H3, Spectrum and Veda can be switched on when they are installed (spectrum / veda widgets). |\n| **LC Model Optimizer ⚡** | Loads the model, text encoder and VAE that suit your card, with the speed-ups that work on it. Downloads recommended files on the first run. Covers Krea 2 (Turbo and Raw), SDXL, Illustrious, Pony and more, plus Custom for any other model. Built-in Spectrum on MOSS Image and Krea 2 (spectrum widget to opt out). |\n| **LC MOSS Layout Prompt 🗺️** | Turns the boxes into MOSS Image's layout prompt: objects, characters and text with their own caption and palette, right where you drew them. Adds canvas (single, multi panel, collage), medium tags and palette, and outputs the size the boxes were drawn on. |\n| **LC Mute** (JS only) | Works like LC Bypasser, but Off mutes the linked nodes instead of bypassing them. |\n| **LC Natural Look 🍃** | Takes the AI look out: pulls back only the loudest colours, calms orange and plastic skin, rolls the highlights off, cuts the glossy glow and lifts fine texture (flat skin left out), with your black point, contrast and brightness kept and a whisper of grain. |\n| **LC Negative** | A negative prompt text box. |\n| **LC Node Snapshot 📋** | Reads another node's widgets and outputs the selected value, all lines, or JSON. |\n| **LC Note 📝** (JS only) | A markdown note that translates into ComfyUI's 14 languages on click through LC Vision, and shows @[card](link) lines as link cards. |\n| **LC Notify 🔊** | Plays a chosen sound when the node runs (always, on empty queue, or never). |\n| **LC Phone Filters 📱** | 37 phone-app filter presets (1977, Aden, Brooklyn, etc.) with strength and an on-node wipe. |\n| **LC Photo Style 📷** | Gives an image a phone-camera look from a style preset, with sliders and a strength blend. |\n| **LC Pipe (in/edit)** | Packs values into an LC_PIPE, or merges overrides into an existing pipe. |\n| **LC Pipe Combine** | Edits the top pipe with a second pipe: whatever the edit pipe carries overwrites the top one, everything else rides along. |\n| **LC Pipe Out** | Expands an LC_PIPE into individual sockets and passes the pipe on. protect_mask (bottom): the areas the pipe detailers redrew. |\n| **LC Preview Image 🖼️** | Previews an image and sits quietly instead of erroring when nothing arrives. |\n| **LC Preview Mask 🎭** | Previews a mask and sits quietly instead of erroring when nothing arrives. |\n| **LC Prompt to Conditioning + Zero** | Encodes a prompt into conditioning and also outputs a zeroed copy for the negative. |\n| **LC Reference Latent** | Attaches up to eight reference latents to conditioning. Chain more than one and they add up. |\n| **LC RTX Super Resolution ⚡** | NVIDIA RTX Video Super Resolution on pictures or video frames: upscale up to 4x, upscale a clean source, denoise or deblur. Quality LOW to ULTRA, scale or megapixels, strength. Shows an Install RTX support button when nvidia-vfx is missing. |\n| **LC Sampler Configure** | Central dual-pass sampler settings: steps, swap point, detailer steps, denoise, CFGs, sampler and scheduler. |\n| **LC Sampler Configure (pipe)** | Dual-pass sampler settings with an optional pipe in and a pipe out. |\n| **LC Sampler Configure Pipe Out** | Unpacks an LC_PIPE into the sampler configure sockets, plus the latent. |\n| **LC Sampler Configure Simple** | Single-pass sampler settings with one CFG and no step swap. |\n| **LC Sampler Configure Simple (pipe)** | Simple sampler settings that read from and write to an LC_PIPE. |\n| **LC Sampler Scheduler ⚙️** | Pick the sampler and scheduler once and wire them to every KSampler, so they all change together. |\n| **LC Save Image 💾** | Saves images with workflow metadata, and CivitAI parameters when paired with LC Save Metadata. |\n| **LC Save Metadata 🏷️** | Builds the metadata (models, AIR or URL, settings) that LC Save Image writes. |\n| **LC Seed Jump 🌱** | Takes a seed and a jump value and outputs the seed plus five successive jumps. |\n| **LC Sharpen Pro** | Undoes softness (deconvolution) with texture and clarity, halo control and skin protection (optional skin_mask from LC Skin Master). Presets for photos, line art, anime and illustration. |\n| **LC Show Any 🔤** | Shows any value on the node and passes it through with its type unchanged. |\n| **LC Show Text 🔤** | Shows a string on the node and passes it on. |\n| **LC Sigma Curve** | Draw a custom sigma curve on the node, save it, and reuse it. |\n| **LC Sigma Resample** | Resamples a sigma curve to a new step count while keeping its start and end sigma (also registered as LCChangeStepCount). |\n| **LC Sigmas (BETA)** | One scheduler for one- and two-pass sampling: sigma curve presets (base, beta, flowmatch, hyperbolic, gaussian, your saved curves) you can bend by dragging the graph, step swap, denoise, continue or renoise on the second pass, and sigma shift. Takes regular and RES4LYF / ClownShark sampler names. |\n| **LC Size Pad 📐** | A 2D slider for width x height: drag the frame's corner. Model presets (MiniMax H3, Krea 2, SDXL, LTX, Klein 9B, Wan 2.2) snap to the model's step and stop at its megapixel limit; aspect lock and portrait / landscape flip. |\n| **LC Skin Beauty ✨** | Cools, brightens and evens skin in LAB with presets, protecting highlights, with an optional mask. Runs on GPU or CPU. |\n| **LC Skin Master ✨ (BETA)** | The whole skin chain in one node on one face-aware skin map: grit, pores, blemishes, lines, freckles, eyes, skin tone and colour, each done once. Presets from a light clean-up to plastic-skin restore, weathered and sun-kissed. Outputs the skin mask for Sharpen Pro. |\n| **LC Skin Texture ✨ (BETA)** | Adds real pore texture to skin that came out too smooth, from a real skin photo (only its fine relief, never its colour). Optional protect_mask leaves the detailers' areas alone. |\n| **LC Skin Upscale** | Upscales only the masked skin area with a CNN model and blends it back. Optional protect_mask leaves the detailers' areas alone. |\n| **LC Slider** | A slider on the node face that outputs an int or float. |\n| **LC Speed Boost (BETA) 🚀** | About 2x faster sampling (about 1.4x on SDXL / Pony / Illustrious), same quality: the picture starts at half size and grows to full size partway through. Plug it into the high pass sampler. Does not work on MOSS Image. |\n| **LC Speed Boost 🚀 KSampler (BETA)** | A KSampler with Speed Boost built in. Same inputs, plus start / end at step so it can chain into another sampler. Takes ClownShark (RES4LYF) samplers. |\n| **LC Split Sigma Scheduler** | Splits sigmas between two models for a dual-model SamplerCustomAdvanced. |\n| **LC Split Sigmas (Advanced)** | Splits sigma curves at a swap step into a high and a low set. |\n| **LC Stop 🛑** | A queue breakpoint you can enable. The play button (or Run) carries on with the same seeds, so everything above the stop comes from the cache. |\n| **LC Text Overlay** | Draws text on an image with a draggable position, font size and color. |\n| **LC Text Remove 🔪** | Removes up to twenty substrings from a text, in order. |\n| **LC Text Replace ✂️** | Runs up to twenty find and replace pairs (optionally regex) on a text. |\n| **LC Timer ⏱️** | Times every run and scores the newest one against the 5 before it: faster in green, slower in red. Lists the last 10 runs. Stopped and fully cached runs are left out. |\n| **LC Tone Match** | Keeps the reference's broad lighting and color while keeping the image's fine detail, with an optional mask. |\n| **LC Vibrance** | Smart saturation (vibrance) with optional plain saturation and skin protection. |\n| **LC Vignette** | Darkens or brightens the edges of the image. |\n| **LC VRAM Cache Clear** | A pass-through node that clears GPU and model cache when it runs, also on its own branch with nothing after it. |\n| **LC Watermark 💧** | Composites a watermark image you position by dragging, with live size and opacity. Transparent PNGs keep their transparency through watermark_mask. |\n| **LC Weighted Prompt ⚖️** | A prompt box with a weight per word: click a word, move the slider (green above 1 with its number, red below, under 0 taken out). Type in the box or wire a prompt in and edit it there; block (on change, always, never) decides which one is used. Krea 2 (plain, Image Reference Edit, Identity Edit, ControlNet) and CLIP models. |\n| **LC Widget To String** | Reads a widget on another node as a string. |\n| **LC ✂️ Duplicate Tags 🏷️** | Removes repeated tags so none gets double weight (long_hair = (long hair:1.2)). Optional second prompt to merge two and clean them together. |\n| **LC 🚦** | A light for a boolean: one color for true, one for false (or none). Colors behind the gear. |\n| **Prompt** | A prompt text box (was LC Positive). The Vision Assistant swaps it in for other packs' text boxes, or LC Negative when the box feeds a negative. |\n| **Prompt to Conditioning** | Encodes a text prompt into CLIP conditioning. |\n| **🌱LC Seed** | A utility seed with a mode that also works when you queue only this node. |\n| **🎨LC Color Palette** | Picks a 4 to 6 color palette from a preset or from an image, for use in prompts. |\n| **🎲LC Wildcard** | Picks a random line from a wildcard text file. |\n| **📐 LC Aspect Ratio Simplifier** | Resizes an image and/or mask to a target size and outputs image, mask, size, empty latent and batch. |\n| **📐 LC Aspect Ratio Simplifier (pipe)** | Does the same as the Aspect Ratio Simplifier and adds a pipe output for Get/Set. |\n| **📝 LC Save Text** | Writes a text string to a file in the output folder. |\n| **🗒️LC Camera** | Sets camera framing and depth of field for a prompt from distance and angle presets. |\n| **🗒️LC Lighting** | Sets lighting style and direction for a prompt from presets plus your own notes. |\n| **🗒️LC Scene Builder** | Builds a scene description from scene presets and objects. |\n| **🗒️LC Style Selector** | Picks a style preset (and quality level) for a prompt and adds your own notes. |\n| **🗒️LC Subject** | Describes the subject of a prompt with freeform text plus pose, action, outfit and placement options. |\n| **🗒️LC Subject Array** | Combines several subject outputs into one line. |\n| **🧩LC Prompt Assembler** | Assembles the prompt builder pieces (subject, camera, lighting, style, scene) into one prompt or JSON. |\n\n---\n\n## LC AV v0.5.0\n\n[github.com/lonecatone23/ComfyUI_LC_AV_nodes](https://github.com/lonecatone23/ComfyUI_LC_AV_nodes)\n\n| Node | What it does |\n|---|---|\n| **LC Audio Channel 🎚️** | Splits stereo audio into left and right, and duplicates mono to both. |\n| **LC Audio Crop ✂️** | Crops audio from a start time to an end time (MM:SS). |\n| **LC Audio Duration ⏱️** | Outputs the audio length as seconds and minutes, as int and float. |\n| **LC Audio EQ 3-Band 🎛️** | A 3-band equalizer with a low shelf, a peaking mid and a high shelf. |\n| **LC Audio Separate 🎼** | Splits audio into Bass, Drums, Other and Vocals stems with Hybrid Demucs. |\n| **LC Audio Volume 🔊** | Changes audio volume with a slider and soft-clips after the gain. |\n| **LC AV Pipe (in/edit) 🎬** | Packs or edits an LC_AV_PIPE holding video, audio and settings. |\n| **LC AV Pipe Out 🎬** | Unpacks an LC_AV_PIPE into its slots and passes the av_pipe on. |\n| **LC Create Video 🎬** | Builds an LC_AV_PIPE from an image batch (it does not encode a file). |\n| **LC Final Frame 🖼️** | Outputs the last frame of an image batch. |\n| **LC Frame Interpolate 🎞️** | Smooth motion with RIFE 4.26: any frame rate, not just 2x, with a progress bar. Holds hard cuts and matches the video to its sound. |\n| **LC Get Latent Size 📐** | Reads the pixel width and height of a latent, plus batch and frames for video latents. |\n| **LC H3 Audio Sync (BETA) 🎤** | Makes an H3 video perform your own track (a song, a line of dialogue) instead of sound the model invents. |\n| **LC H3 Make (BETA) 🎥** | Makes the shots of an LC H3 Story: builds the next one, samples it and saves it (takes, the tail the next shot starts from, the joined movie). |\n| **LC H3 Save to Story (BETA) 🃏** | Puts a picture straight onto its Story card or a shot's start / end frame. Cast, outfit and prop pictures are cut out onto plain grey. |\n| **LC H3 Shot Card (BETA) 🎞️** | Storyboard frames with any image model: one shot's start or end frame as a prompt, its blocking boxes, the background and the cast pictures. |\n| **LC H3 Story (BETA) 🎬** | The whole movie on one node: cast, outfits, places, props and shots. Each shot's text is exactly what H3 gets, and it warns you before you render. |\n| **LC H3 Story Card Prompt (BETA) 📝** | Turns a Story cast, outfit, place or prop card into a prompt and an empty latent for any image model, so the card gets its picture. |\n| **LC H3 Ultimate Upscale (BETA) 🔭** | The MMH3 Ultimate Upscale in one node for a normal MiniMax H3 workflow: H3 latent upscaler plus a light tiled H3 pass. |\n| **LC H3 Upscale (BETA) 🔭** | Upscales one long-video segment per run from its saved latent, once the cut is final. |\n| **LC Load Audio 📂** | Loads audio from the input folder with start and end trim and a preview player. |\n| **LC Load Video 🎞️** | Loads a video exactly as it is: every frame at its own size, its sound and its frame rate. No resizing or frame skipping. |\n| **LC Pipe → AV Pipe 🔌** | Converts an LC_PIPE or MiniMax H3 pipe into an LC_AV_PIPE, copying only the shared fields. |\n| **LC Preview Video 📺** | Plays a video on the node, from a file or a batch of frames with its sound. Nothing is saved to your output folder. |\n| **LC Save Video Metadata 🏷️** | Builds the same metadata as LC Save Metadata, for LC Save Image or LC Save Video. |\n| **LC Save Video 💾** | Saves video with Video Combine style options (frame rate, loop, format, pingpong, crf, pix_fmt, audio). |\n| **LC VAE Decode 🧩** | A VAE Decode with a switch between full and tiled decoding. |\n\n---\n\n## LC MaskMaker v0.29.3\n\n[github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes](https://github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes)\n\n| Node | What it does |\n|---|---|\n| **LC 360 View 🧭** | Flat camera views out of a 360 panorama: drag on the node to aim, list views as name: yaw, pitch, fov and get them all as one batch. One panorama gives every shot of a scene the same room. |\n| **LC Auto Adjust 🔆** | One-click auto levels (per channel, luminance, saturation or mono) with trims, a strength blend and an optional mask. |\n| **LC Character Detailer (BETA) 🩹** | LC Smart Detailer for one character: SAM 3 finds every match, then only the one you pick is redrawn (left to right, largest, or the one inside a box from LC Bounding Boxes). Give each character its own LoRA branch and detailer, so a character LoRA never bleeds onto the other faces. |\n| **LC Character Detailer (pipe) (BETA) 🩹** | The same, with model, VAE and sampler settings from the LC pipe. A wired model overrides the pipe's. |\n| **LC Create Mask 🖼️✏️** | Draws a mask right on the node with points or a freehand pencil, with feather, invert and opacity built in. |\n| **LC Depth Anything V2 🌊** | Makes a Depth Anything V2 depth map (bright = near) as an image and a mask. Model list reads the same on every machine. |\n| **LC Detail Finder (BETA) 🎯** | A detailer per character, step 1: SAM 3 finds every match once (every face). With face, hair each face gets its own hair. |\n| **LC Detail Sorter (BETA) 🔢** | Step 2: puts the SAM 3 masks in order (left to right, right to left, top to bottom, largest first) and breaks them out as outputs 1 to 8, numbered on the preview. |\n| **LC Detailer For Each (BETA) 🩹** | Step 3, one per character: redraws that person with their own LoRA branch, conditioned prompt and seed. Works on its own or on an LC pipe; anything plugged in beats the pipe. Same engine as LC Smart Detailer. |\n| **LC Face Crop 📐** | Crops to a format with the faces placed well instead of a blind centre crop, using the Aspect Ratio Simplifier presets. Framing from widest to face only. |\n| **LC Image Blend Advance 🎚️** | Places a layer on a background (position, scale, rotate, mirror) and blends it with 29 blend modes through an optional mask. |\n| **LC Outpaint, Rotate, & Pad 🔄** | Turn, crop and pad a picture by dragging on the node, with a portrait / landscape flip. The mask covers the padding and the corners a turn opens up. max_megapixels stops the frame at that size. |\n| **LC Krea2 AnyPaint 🩹** | Krea 2 inpaint and outpaint with the AnyPaint LoRA. Everything outside the mask comes back exactly as it was, and the seam disappears. |\n| **LC Z-Image AnyPaint 🩹** | The same inpaint and outpaint for Z-Image (Turbo / Base), painted by the Z-Image Fun ControlNet Union 2.1 patch instead of a LoRA. Everything outside the mask comes back exactly as it was. |\n| **LC SDXL AnyPaint 🩹** | The same inpaint and outpaint for any SDXL checkpoint (SDXL, Pony, Illustrious), painted by ControlNet Union ProMax, Fooocus inpaint optional. No LoRA needed. |\n| **LC Flux 3 Klein AnyPaint 🩹** | The same inpaint and outpaint for Flux 3 Klein, painted in edit mode with AusBoss's Outpaint LoRA: the area is filled gray and the model fills it while your picture stays put. |\n| **LC MOSS Box Edit 🖌️ (BETA)** | Draw boxes on a picture with LC Bounding Boxes and MOSS Image redraws only those boxes, seeing the whole picture while it works; everything outside stays pixel for pixel the same. Change clothes, add a character or a sign, or take something out. |\n| **LC MOSS Control 🕹️** | ControlNet for MOSS Image: the picture follows a depth map (pose, shape) and / or a color region map, with an end point for each. Runs darask0's Color-Depth Control adapter. |\n| **LC Mask Refine ✨** | Tightens a mask with a trimap, using a guided filter or VITMatte on the edge band only, with a before/after wipe. |\n| **LC Normal Map (BAE) 🗺️** | Makes a BAE surface normal map (RGB = XYZ), the same style ControlNet's normal_bae makes. |\n| **LC Outpaint 🖌️➕** | Drag the canvas edges outward on the node to build a grey canvas and a mask of the new area. max_megapixels stops the edges at that size. |\n| **LC Person Mask 🧍** | Selects parts of a person (face, hair, body, clothes, accessories, background) with Segformer or MediaPipe. remove_features makes a skin-only mask. |\n| **LC Remove Background ✂️** | Removes the background with BiRefNet and outputs an RGBA cutout, the mask and the subject on a solid color. |\n| **LC Segment Anything 🎯** | Selects things by describing them, using GroundingDINO + SAM or SAM 3, with optional edge refine. |\n| **LC Smart Detailer 🩹** | Replaces the SEGS / Impact detailers. Finds what you type (hands, face, eyes) with SAM 3 and redraws each one in its own upscaled crop, then blends it back in. |\n| **LC Smart Detailer (pipe) 🩹** | The same, with model, VAE and sampler settings from the LC pipe. A wired model or VAE overrides the pipe's. |\n| **LC Touch Mask (BETA) 👆** | Mask one thing exactly: draw around it and SAM 3 finds its edges. Tap it to grow to the next bigger thing (face, face + hair, head, person), double-tap to step back. Ctrl + draw cuts out. Threshold, smooth and a fine edge finish built in. |\n| **LC VOSR2 Upscale 🧩** | Fast, low-VRAM upscale with VOSR 2.0, built in: sharpens and adds fine detail without redrawing the picture. 1.5x to 4x in one pass, 6x and 8x in two. |\n| **LC VOSR2 Upscale (pipe) 🧩** | The same on the LC pipe, after the pipe detailers. Carries the detailers' areas to the new size (protected output) for LC Skin Upscale / LC Skin Texture. |\n\n---\n\n## LC Vision v1.6.18\n\n[github.com/lonecatone23/ComfyUI_LC_Vision_nodes](https://github.com/lonecatone23/ComfyUI_LC_Vision_nodes)\n\n| Node | What it does |\n|---|---|\n| **LC Vision Showrunner (BETA) 🎬** | Plans a long MiniMax H3 video as CUT / CONTINUE segments, fixes each join to how the last segment really ended, and saves / loads the project file (shot list, references, settings). |\n| **LC Vision Reviewer 🕵️ (BETA)** | Quality gate: yes/no checks on hands, faces, text, artifacts, prompt match and your own questions. Flags a bad render, or blocks everything after it. |\n| **LC Vision Shot List (BETA) 📋** | The story for the Showrunner, filled in like a form: the place, the cast and one row per shot. Suggests the segment count and warns about lines too long for their shot. No AI involved. |\n| **LC Vision Storyboard Builder (BETA) 🎞️** | Pictures for a Showrunner movie: finds what the project is missing (faces, places, anchors) and makes one prompt, latent and seed per picture for the sampler. |\n| **LC Vision Storyboard Save (BETA) 🎞️** | Saves the Storyboard Builder's pictures into the project. 📂 Load on the Showrunner adds them to the Reference Assembler. |\n| **LC Vision Storyboard Sheet (BETA) 🎞️** | The storyboard on the node: a card per picture. ✅ Use puts it in the Reference Assembler, ↻ makes it again, ✎ changes its prompt. Nothing to wire. |\n| **LC Vision Redirect (BETA) 🔬** | Kept for older workflows: LC Vision Showrunner now fixes the joins itself. |\n| **LC Vision Danbooru Caption 🏷️** | Prompts for SDXL, Pony and Illustrious from one image or a rough idea: a short or detailed caption, real Danbooru tags, or a sentence plus tags. Optional quality tags and a matching negative. |\n| **LC Vision Caption 📝** | Generates text from a loaded LC Vision model, an instruction, up to three reference images and a reference video. |\n| **LC Vision Loader 🔬** | Loads a Qwen-VL GGUF model and its vision projector. keep_model_loaded off unloads it after the Vision nodes are done, so the image model gets the whole card. |\n| **LC Vision Moviemaker 🎥** | Plans a video as several continuous segments in one call, each written as a self-contained MiniMax H3 prompt. |\n| **LC Vision Prompt Enhancer 📝** | Rewrites a prompt through an LC Vision model using a preset instruction (text only). Wire LC MOSS Layout Prompt into it and it enhances the scene and boxes, boxes kept. |\n\n---\n\n## LC ModelBuilder v0.7.4\n\n[github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes](https://github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes)\n\n| Node | What it does |\n|---|---|\n| **LC Anima Block Merge Advanced** | The Krea2 Block Merge Advanced for Anima: a curve over its 28 blocks plus sliders for the x embedder, timestep embedder and norm, LLM adapter and final layer. Presets. |\n| **LC Anima LoRA Block Scan** | The Krea2 LoRA Block Scan for Anima, scoring anime faces with CCIP. |\n| **LC Anima LoRA Editor** | The Krea2 LoRA Editor for Anima: same controls, Anima's 28 blocks and layer types. |\n| **LC Anima LoRA Merge** | The Krea2 LoRA Merge for Anima: two to four Anima LoRAs with a per-block A / B curve. |\n| **LC Checkpoint Save** | Saves an all-in-one checkpoint (model, clip, vae) with an enabled toggle to skip the save. metadata: keep all, or necessary only (no workflow or training details). |\n| **LC Diffusion Model Save** | Saves just the diffusion model, with no clip or vae. Same metadata switch. |\n| **LC Face Variety Scorer 🧑🤝🧑** | Scores how alike the faces in a batch are (0 to 1, lower = more variety), plus a crowd score for group shots. Photo (ArcFace) or anime (CCIP) mode. |\n| **LC Fingerprint Identify 🔎** | What is this model made of? Its recipe from your fingerprint library, block by block: which models were merged and at what ratio, merged-in LoRAs with their strength, how sure it is of each, and a heatmap. It can only name what is in the library. |\n| **LC Fingerprint Library 📚** | Goes through your folders and stores a small fingerprint (about 1 MB) of every model and LoRA, with its family. Once a file is in, the original can go. Reruns only add what is new. |\n| **LC Krea2 Block Merge Advanced** | Merges Krea2 checkpoints with a draggable per-block ratio curve across the 28 blocks plus sliders for the named regions. |\n| **LC Krea2 LoRA Block Scan** | Finds where a LoRA locks the face or changes the whole image by turning off one block group at a time, and suggests a block curve for the Editor. |\n| **LC Krea2 LoRA Editor** | Loads a Krea 2 LoRA with each of the 28 blocks turned up or down, attention and MLP scaled separately, and spikes softened. |\n| **LC Krea2 LoRA Merge** | Merges two to four Krea 2 LoRAs with a per-block A / B curve (sum or TIES). |\n| **LC Krea2 Semantic Vector Tuner** | Amplifies or attenuates specific regions of a single Krea2 checkpoint's weights (not a merge). |\n| **LC LoRA Bake 🍞** | Bakes up to 4 LoRAs into a model file and saves it as a new model, with an optional per-block curve. Reads every LoRA format ComfyUI reads and writes the recipe into the file. Runs on the CPU, no VRAM needed. |\n| **LC LoRA Extract** | Turns a finetune into a LoRA (finetuned minus its base): all layers, blocks only or a custom block list. Unchanged layers are left out. |\n| **LC LoRA Save** | Saves an edited or merged LoRA as a standard file with every edit baked in, optionally at a new rank, with enabled and embed_workflow switches. |\n| **LC Model Fingerprint 🔍** | One model against a reference, layer by layer, from the weights themselves: the same model at another precision, built on it, a block merge (the chart shows which blocks) or not related. With a LoRA: whether it was merged in and at about what strength. |\n| **LC Model Merge (any precision)** | Merges two models stored in different precisions (bf16 with fp8, int8, nvfp4 or GGUF, in either order). The result stays full precision. |\n| **LC Model Quantize 🗜️** | Saves a smaller copy of a model: fp8, mxfp8, nvfp4, int8 or int4 (load with the stock loader) or GGUF Q8_0 to Q2_K. From the wired MODEL (LoRAs baked in) or straight from a file of any size. |\n| **LC MOSS Block Merge Advanced** | Merges MOSS Image models with a draggable per-layer ratio curve across the 42 layers, plus sliders for the parts outside them (picture in, prompt in, timestep, modulation, final layer). Presets save and load. |\n| **LC Scoreboard 🏆** | Head-to-head counter for A / B tests: #1 Win, Tie and #2 Win buttons, with the leader and percentages shown on the node. |\n| **LC Strip Metadata 🧹** | Cleans the metadata out of a model you already saved (embedded workflow, training details, titles). The weights are copied byte for byte, never loaded, so it loads exactly as before. Writes a _clean copy or replaces the original. |\n| **LC VAE Compare** | Decodes the same latents with up to six VAEs, side by side with a 1:1 detail crop, a sharpness number and how far each lands from the first. |\n| **LC VAE Merge** | Merges the decoders of two VAEs of the same family, coarse shapes to fine texture. The encoder stays the base's, so the result still fits the models made for it. |\n| **LC VAE Save** | Saves a VAE to models/vae in fp32, bf16 or fp16. |\n\n---\n\"True Nothing is. Permitted Everything is\"- Yoda Auditore, Assassin's Wars"
8876 },
8877 "zh": {
8878 "text": "# 节点总数\n\n5 个节点包共 **253 个节点**。已弃用的节点会列出,但不计入总数。\n\n| 节点包 | 节点数 | 版本 | 链接 |\n|---|---|---|---|\n| LC123 | 159 | v1.54.7 | [仓库](https://github.com/lonecatone23/ComfyUI_LC123_nodes) |\n| LC AV | 27 | v0.5.0 | [仓库](https://github.com/lonecatone23/ComfyUI_LC_AV_nodes) |\n| LC MaskMaker | 29 | v0.29.3 | [仓库](https://github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes) |\n| LC Vision | 12 | v1.6.18 | [仓库](https://github.com/lonecatone23/ComfyUI_LC_Vision_nodes) |\n| LC ModelBuilder | 26 | v0.7.4 | [仓库](https://github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes) |\n\n---\n\n## LC123 v1.54.7\n\n[github.com/lonecatone23/ComfyUI_LC123_nodes](https://github.com/lonecatone23/ComfyUI_LC123_nodes)\n\n| 节点 | 作用 |\n|---|---|\n| **CivitAI 🚩🔪** | 根据合规列表从提示词中去掉被标记的词,仅作辅助(你仍需对 CivitAI 的条款负责)。开启前不起作用。 |\n| **LC Advanced Folder 📂** | 为 Image Saver 类节点分别生成文件名和路径输出,可选在路径中加 prefix 和 timestamp。 |\n| **LC Anima Regional Inline Canvas** | 在节点上绘制 RGB 区域,为每个区域得到单独的 conditioning 和遮罩,用于 Anima 区域提示词。 |\n| **LC Any Empty Bool** | 只要任何一个连接的输入为空、被静音或被 bypass,就输出 true。 |\n| **LC Any Empty Float** | 执行与 Any Empty Bool 相同的判空,输出一个空值和一个非空值 float。 |\n| **LC Any Empty Int** | 执行与 Any Empty Bool 相同的判空,输出一个空值和一个非空值整数。 |\n| **LC Any Index Switch** | 传递所选索引处的输入,忽略其他槽位。 |\n| **LC AnySwitch** | 从 2 到 20 个输入中选出第一个已连接的,并锁定为它的类型。 |\n| **LC Apply LoRA Stack 🎚️** | 把 LC LoRA Loader Stack(或任何插件包)的 LORA_STACK 应用到 model 和/或 clip。 |\n| **LC Apply LUT** | 应用 models/luts 中的 .cube 3D LUT,强度 0 到 2。默认使用 LC Crushed Blacks,强度 0.3。 |\n| **LC Aspect Ratio Pipe (In/Edit)** | 把图像、遮罩、尺寸、latent、batch 和分辨率打包进 LC_PIPE,或编辑已有的 pipe,只覆盖已连线的接口。 |\n| **LC Aspect Ratio Pipe Out** | 把 LC_PIPE 里的宽高比字段拆成单独的接口,并继续传递 pipe。 |\n| **LC Auto White Balance** | 自动校正白平衡,可选算法、强度混合和前后擦除对比。 |\n| **LC Basic Scheduler** | 输出完整步数的 sigmas(不含 denoise),用来给 LC Split Sigmas (Advanced) 供数据,做双 pass 采样。 |\n| **LC Batch Image 🖼️** | 从自动增长的槽位中合成图像 batch,忽略被静音或缺失的,并把后面的图像缩放到与第一张一致。 |\n| **LC Bloom** | 根据亮部加上辉光,有 Bloom、Pro-Mist(柔光滤镜)和 Halation(胶片边缘光晕)三种模式。 |\n| **LC Boolean** | 把 boolean、int 或 float 转成干净的 true/false,并显示在节点上。 |\n| **LC Boolean Flip** | 输出其开关相反的值。 |\n| **LC Boolean Switch** | 根据 boolean 在 on_true 或 on_false 输入(任意类型)中二选一。 |\n| **LC Boolean Value** | 一个可以连到任何地方的普通 boolean 开关。 |\n| **LC Bounding Boxes 🔲** | 在图片上为 Flux 3 或 MOSS Image 画框:给每个框命名,选择新增、修改、移动或移除,并描述结果。在 MOSS 中,一个框可以是一个角色,并拥有自己的调色板。经典画布和 Nodes 2.0 都能用。 |\n| **LC Bypass Relay** | 收集其左侧的节点,这样一个 hub 可以通过 OPT_CONNECTION 一起静音或 bypass 它们。 |\n| **LC Bypasser Panel** (JS only) | 一个只有控件的 LC Bypasser、LC Mute 或 LC Groups Bypasser 遥控器。 |\n| **LC Bypasser** (JS only) | 用开关或 BOOLEAN 输入,在一个地方 bypass 所有链接的节点。 |\n| **LC Chromatic Aberration** | 把 RGB 通道错开来模拟镜头色散,每个通道可设置像素量和方向。 |\n| **LC Color Match 🎨** | 把图像的颜色匹配到参考图(AdaIN / mean-std),可选皮肤保护和遮罩。 |\n| **LC Combo Selector** | 一个下拉菜单,连接后会镜像另一个节点的 combo 选项(sampler、scheduler 等)。 |\n| **LC Control Panel 🎛️** | 一个节点上最多 16 个滑块和开关,各有自己的输出。每行的齿轮可设置类型(数字或 boolean)、名称、范围、步长以及 INT 或 FLOAT。接到数字或 boolean 输入上的新行会复制该输入的设置。 |\n| **LC Custom Combo** | 构建你自己的选项列表,输出选中的文本及其索引。 |\n| **LC Custom Combo Panel** | 一个遥控器,可以从别处为 LC Custom Combo 选择选项。 |\n| **LC Denoise 💉** | 注入按 1 减去你的 denoise 值缩放的 latent 噪点,使用你给采样器的同一个 denoise。 |\n| **LC Depth FX 🌫️** | 用深度图做大气雾、光线包裹和带真实散景的景深,有共享的预设风格。 |\n| **LC Detail Daemon (BETA)** | 按原版 Detail Daemon 的调度,在一段步数内向模型隐藏一点噪点,从而增加细节。有 Look only(默认)、classic 和 keep structure 三种模式。采样器版本。接到 low pass 采样器上。 |\n| **LC Detail Daemon (model) (BETA)** | 同样的 Detail Daemon,做成模型补丁,用于普通 KSampler。 |\n| **LC Detail Pipe Out** | 从 LC_PIPE 中拆出 detailer 设置(模型、提示词、seed、cfg、sampler、scheduler、steps)。protect_mask(底部):pipe detailer 重绘过的区域。 |\n| **LC Dimension Resize 📐** | 用一个值对宽和高做加、减、乘、除,并把结果取整。 |\n| **LC Directional Blur** | 沿某个角度和长度的动态模糊,通过拖动节点上的箭头设置。 |\n| **LC Dynamic Overlay** | 把图像 B 叠在图像 A 上,运行一次后可以直接在节点上调整不透明度,无需重新生成。 |\n| **LC Easy Folder 📂** | 为原生 Save Image 节点生成 filename_prefix,并创建文件夹。 |\n| **LC Film Grain** | 添加胶片颗粒,可设置数量、对比度、大小以及单色或彩色选项。 |\n| **LC Film Grain (Video) 🎞️** | 为整段视频添加同样的颗粒:GPU 处理,每次几帧,带进度条。颗粒大小按视频尺寸来定,所以压缩后仍然保留。 |\n| **LC Film Stock (B&W)** | 通过预设和强度混合,得到黑白胶片效果。 |\n| **LC Film Stock (Color)** | 通过预设(toe、shoulder、gamma)和强度混合,得到彩色胶片效果。 |\n| **LC Float Compare** | 输出两个 float 中较大或较小的那个。 |\n| **LC Flux 3 Layout Prompt 🗺️** | 把框以模型训练时所用的表格形式加进 Flux 3 提示词。在提示词里写 <1>、<2> 分别代表框 1、框 2。 |\n| **LC Flux 3 Reference Latent 🖼️** | 为 Flux 3 的正面和负面提供最多 4 张参考图,以及模型需要的负面和 latent 尺寸。 |\n| **LC Get Image 📐** | 读取图像的宽、高、百万像素、长边、batch 大小和宽高比。 |\n| **LC Groups Bypasser** (JS only) | 在一个地方 bypass 整个分组,每个分组一个开关。 |\n| **LC Image Adjust** | 基础调色(色相、饱和度、亮度、对比度),带轻度锐化或柔化。 |\n| **LC Image Batch From Folder 📂** | 按字母顺序把整个文件夹加载为一个 batch,带 max_images 和 start_index。 |\n| **LC Image Compare 🔎** | 用紧凑的下拉菜单和稳定的图像区域,比较大批量的图像。 |\n| **LC Image Crop 🖼️🔪** | 在节点上拖动方框和手柄来裁剪,可选锁定宽高比。 |\n| **LC Image Denoise** | 智能去噪,带模糊强度、边缘保护和混合。 |\n| **LC Image Desaturate** | 按系数和亮度方法向灰度去饱和。 |\n| **LC Image Grid 🖼️** | 把一个 batch 的图像排成网格,可选间隙、轮廓和边框。 |\n| **LC Image Label** | 用来给工作流做标注的浮动图片贴纸,支持拖放上传(没有接口)。 |\n| **LC Image Pass** | 让图像原样通过。关闭后,下一个节点在这个输入上什么也收不到,并在没有它的情况下运行。 |\n| **LC Image Ref Pipe In 🖼️** | 把最多 16 张参考图打包进一个 pipe,接口会像 Text Encode Qwen Image 2.1 那样增长。 |\n| **LC Image Ref Pipe Out 🖼️** | 把图像参考 pipe 拆回 image_1 到 image_16 的原槽位,pipe 在最前。 |\n| **LC Image RGB** | 分别偏移每个颜色通道,带整体强度。 |\n| **LC Image Split 🖼️** | 节点上的前后对比滑动条,输出是烘焙好的分割图,可直接保存,分隔线的宽度和颜色可自定。 |\n| **LC Image Stitch Multi 🖼️🪡** | 从自动增长的槽位把图像并排或叠放拼接,带 match size、align 和可选间隙。 |\n| **LC Image to Total Megapixels 📐** | 把图像缩放到指定的总百万像素数,并输出最终分辨率。 |\n| **LC Image-Mask Resize 📐** | 把图像和/或遮罩缩放到预设、自定义尺寸、倍数或百万像素数,按 divisible_by 的倍数取整。 |\n| **LC Int Compare** | 输出两个整数中较大或较小的那个。 |\n| **LC Int Split** | 在一个小数分割点把总数拆成 a + b,保证 a + b 始终等于总数。 |\n| **LC Invert Boolean** | 把 boolean、int 或 float 转换后输出相反的值。 |\n| **LC Is Bypassed / Muted** | 如果接入的节点被 bypass 或静音,就输出 true,实时读取,无需排队运行。 |\n| **LC Join Strings 🔗** | 用分隔符连接多个字符串,并跳过空的。 |\n| **LC Krea2 Regional Inline Canvas** | 在节点上绘制 RGB 区域,使用 krea2 CLIP 类型得到区域 conditioning。 |\n| **LC Label 🏷️** | 用来给工作流做标注的浮动文字标签,支持字体、颜色、描边和阴影(没有接口)。 |\n| **LC Last Image Holder** | 保留最后生成的图像用于前后对比,即使断开连接后也在。Hold until seed change 会保留某个 seed 的第一张图,用来与调整后的结果比较。 |\n| **LC Lens FX (deprecated)** | 在搜索中隐藏。旧工作流仍能运行它。请改用 Lens Profile、Vignette 和 Film Grain。 |\n| **LC Lens Profile** | 应用或校正指定的镜头配置文件,强度可调。 |\n| **LC Lift Gamma Gain** | 用 lift、gamma、gain 和 offset 为暗部、中间调和高光调色。 |\n| **LC Lighting Control V2 🔦** | 用一两个聚光灯或太阳光、色温、色片以及硬或软投影为图像重新打光。 |\n| **LC Lighting Control 🔦 (deprecated)** | 旧工作流仍然能运行它。请改用 LC Lighting Control V2。 |\n| **LC LoRA Loader Stack 🎚️** | 构建与 LC LoRA Loader 相同的 LoRA 列表,输出为 LORA_STACK。 |\n| **LC LoRA Loader 🎚️** | 在一个节点里应用任意数量的 LoRA,每行都有启用、强度和拖动排序。 |\n| **LC LoRA Loader (single) 🎚️** | 单独一行的 LC LoRA Loader(开/关、文件夹选择器、强度、Info),把 turbo 或风格 LoRA 放在它自己的位置上。只作用于模型,不能添加或删除行。 |\n| **LC Mask Pass** | 让蒙版通过。关闭后,下一个节点在没有蒙版的情况下运行。用它来代替绕过生成蒙版的节点。 |\n| **LC MiniMax H3 Pipe** | 打包或编辑一个 H3 pipe,包含 MiniMax H3 的提示词、参考和设置。 |\n| **LC MiniMax H3 Pipe Out** | 把 LC MiniMax H3 pipe 拆成单独的接口。 |\n| **LC MiniMax H3 Pipe Out V2** | 拆开 H3 pipe V2,另外增加 prompt、steps、cfg、seed、sampler 和 scheduler 输出。 |\n| **LC MiniMax H3 Pipe V2** | 打包或编辑 H3 pipe V2,它还携带 prompt、steps、cfg、seed、sampler 和 scheduler。 |\n| **LC Model Info ℹ️** | 接入任意 MODEL:它会沿着连线向上游追溯(LoRA 加载器、merge、LC Model Optimizer),只读取每个文件的头部。显示保存节点写入的工作流(基础模型、带强度的 LoRA、merge)、Kohya 训练信息和触发词、模型卡字段、GGUF 类型。直接在节点上实时显示,无需排队运行。模型照常通过。 |\n| **LC Model Optimizer (pipe) ⚡** | 与 LC Model Optimizer 相同,另外有 LC_PIPE 输出(model 2 携带 Ideogram 4 的第二个模型)。 |\n| **LC Model Optimizer Video (pipe) ⚡** | 与 LC Model Optimizer Video 相同,另外有 LC_PIPE 输出(vae 2 携带音频 VAE)。 |\n| **LC Model Optimizer Video ⚡** | 视频版:为 MiniMax H3 和 LTX 2.5 / 2.3 加载模型、文本编码器、视频与音频 VAE 以及 latent 放大器。在 H3 上,Spectrum 和 Veda 安装后可以手动打开(spectrum / veda 控件)。 |\n| **LC Model Optimizer ⚡** | 加载适合你显卡的模型、文本编码器和 VAE,并启用在这张卡上有效的加速。首次运行时下载推荐的文件。涵盖 Krea 2(Turbo 和 Raw)、SDXL、Illustrious、Pony 等,任何其他模型可用 Custom。MOSS Image 和 Krea 2 内置 Spectrum(可用 spectrum 控件关闭)。 |\n| **LC MOSS Layout Prompt 🗺️** | 把这些框变成 MOSS Image 的布局提示词:物体、角色和文字各有自己的说明和调色板,正好放在你画的位置。加入画布(单幅、多格、拼贴)、媒介标签和调色板,并输出画框时的尺寸。 |\n| **LC Mute** (JS only) | 工作方式与 LC Bypasser 相同,但 Off 时是静音链接的节点,而不是 bypass。 |\n| **LC Natural Look 🍃** | 去掉 AI 感:只收回最刺眼的颜色,压住偏橙和塑料感的皮肤,柔化高光,去掉油亮的光泽并提升细微纹理(平滑的皮肤不处理),同时保留你的黑点、对比度和亮度,再加一点点颗粒。 |\n| **LC Negative** | 负面提示词文本框。 |\n| **LC Node Snapshot 📋** | 读取另一个节点的控件,输出选中的值、所有行或 JSON。 |\n| **LC Note 📝** (JS only) | Markdown 笔记,点击后通过 LC Vision 翻译成 ComfyUI 的 14 种语言,并把 @[card](link) 行显示为链接卡片。 |\n| **LC Notify 🔊** | 节点运行时播放选定的声音(总是、队列为空时或从不)。 |\n| **LC Phone Filters 📱** | 37 种手机 App 滤镜预设(1977、Aden、Brooklyn 等),带强度和节点上的擦除对比。 |\n| **LC Photo Style 📷** | 通过风格预设、滑块和强度混合,给图像加上手机相机的观感。 |\n| **LC Pipe (in/edit)** | 把值打包进 LC_PIPE,或把覆盖项合并进已有的 pipe。 |\n| **LC Pipe Combine** | 用第二个 pipe 编辑上面的 pipe:编辑 pipe 携带的内容会覆盖上面的,其余的一并保留。 |\n| **LC Pipe Out** | 把 LC_PIPE 展开成单独的接口,并继续传递 pipe。protect_mask(底部):pipe detailer 重绘过的区域。 |\n| **LC Preview Image 🖼️** | 预览图像,没有东西进来时安静待着而不是报错。 |\n| **LC Preview Mask 🎭** | 预览遮罩,没有东西进来时安静待着而不是报错。 |\n| **LC Prompt to Conditioning + Zero** | 把提示词编码成 conditioning,同时输出一份清零的副本用于负面。 |\n| **LC Reference Latent** | 为 conditioning 附加最多八个参考 latent。串联多个时会累加。 |\n| **LC RTX Super Resolution ⚡** | NVIDIA RTX Video Super Resolution,用于图片或视频帧:最高放大 4 倍,放大干净的源,去噪或去模糊。质量 LOW 到 ULTRA,按倍数或百万像素,可调强度。缺少 nvidia-vfx 时会显示 Install RTX support 按钮。 |\n| **LC Sampler Configure** | 中央双 pass 采样器设置:steps、swap 点、detailer steps、denoise、CFG、sampler 和 scheduler。 |\n| **LC Sampler Configure (pipe)** | 双 pass 采样器设置,带可选的 pipe 输入和 pipe 输出。 |\n| **LC Sampler Configure Pipe Out** | 把 LC_PIPE 拆成 sampler configure 的接口,外加 latent。 |\n| **LC Sampler Configure Simple** | 单 pass 采样器设置,只有一个 CFG,没有 step swap。 |\n| **LC Sampler Configure Simple (pipe)** | 读写 LC_PIPE 的简单采样器设置。 |\n| **LC Sampler Scheduler ⚙️** | 只选一次 sampler 和 scheduler,接到每个 KSampler 上,让它们一起变化。 |\n| **LC Save Image 💾** | 保存带工作流元数据的图像;与 LC Save Metadata 搭配时还会写入 CivitAI 参数。 |\n| **LC Save Metadata 🏷️** | 生成 LC Save Image 写入的元数据(模型、AIR 或 URL、设置)。 |\n| **LC Seed Jump 🌱** | 接收一个 seed 和一个跳跃值,输出该 seed 加上五个连续的跳跃。 |\n| **LC Sharpen Pro** | 消除模糊(反卷积),带纹理与清晰度、光晕控制和皮肤保护(可选来自 LC Skin Master 的 skin_mask)。预设适用于照片、线稿、动漫和插画。 |\n| **LC Show Any 🔤** | 在节点上显示任意值,并原样传递,类型不变。 |\n| **LC Show Text 🔤** | 在节点上显示字符串并继续传递。 |\n| **LC Sigma Curve** | 在节点上绘制自定义 sigma 曲线,保存并重复使用。 |\n| **LC Sigma Resample** | 把 sigma 曲线重新采样到新的步数,同时保持起始和结束 sigma(也注册为 LCChangeStepCount)。 |\n| **LC Sigmas (BETA)** | 单 pass 和双 pass 采样共用的一个 scheduler:sigma 曲线预设(base、beta、flowmatch、hyperbolic、gaussian、你保存的曲线),可通过拖动图表来弯折,另有 step swap、denoise、第二个 pass 的 continue 或 renoise,以及 sigma shift。支持常规和 RES4LYF / ClownShark 采样器名称。 |\n| **LC Size Pad 📐** | 宽 x 高的二维滑块:拖动框的角。模型预设(MiniMax H3、Krea 2、SDXL、LTX、Klein 9B、Wan 2.2)会吸附到该模型的步长,并停在它的百万像素上限;带宽高比锁定和竖/横翻转。 |\n| **LC Skin Beauty ✨** | 在 LAB 中用预设为皮肤降温、提亮和均匀化,保护高光,带可选遮罩。可在 GPU 或 CPU 上运行。 |\n| **LC Skin Master ✨ (BETA)** | 把整条皮肤处理链放进一个节点,基于一张识别人脸的皮肤图:颗粒、毛孔、瑕疵、纹路、雀斑、眼睛、肤色和颜色,每项只处理一次。预设从轻度清理到修复塑料感皮肤,还有沧桑和日晒感。输出皮肤蒙版给 Sharpen Pro 使用。 |\n| **LC Skin Texture ✨ (BETA)** | 用真实皮肤照片(只取其细微起伏,绝不取颜色),给过于光滑的皮肤加上真实的毛孔纹理。可选的 protect_mask 让 detailer 的区域不受影响。 |\n| **LC Skin Upscale** | 用 CNN 模型只放大遮罩内的皮肤区域,并融合回去。可选的 protect_mask 让 detailer 的区域不受影响。 |\n| **LC Slider** | 节点表面的滑块,输出 int 或 float。 |\n| **LC Speed Boost (BETA) 🚀** | 采样快约 2 倍(SDXL / Pony / Illustrious 上约 1.4 倍),质量不变:画面从一半尺寸开始,途中长到完整尺寸。接到高通道(high pass)采样器上。不适用于 MOSS Image。 |\n| **LC Speed Boost 🚀 KSampler (BETA)** | 内置 Speed Boost 的 KSampler。输入相同,另外多了 start / end at step,可以串联到另一个采样器。支持 ClownShark (RES4LYF) 采样器。 |\n| **LC Split Sigma Scheduler** | 为双模型 SamplerCustomAdvanced 在两个模型之间拆分 sigmas。 |\n| **LC Split Sigmas (Advanced)** | 在 swap 步把 sigma 曲线拆成高和低两组。 |\n| **LC Stop 🛑** | 可以启用的队列断点。播放按钮(或 Run)会用相同的种子继续,所以断点上方的一切都来自缓存。 |\n| **LC Text Overlay** | 在图像上绘制文字,位置可拖动,字体大小和颜色可调。 |\n| **LC Text Remove 🔪** | 按顺序从文本中删除最多二十个子字符串。 |\n| **LC Text Replace ✂️** | 对文本执行最多二十组查找替换(可选正则)。 |\n| **LC Timer ⏱️** | 给每次运行计时,并把最新一次与之前 5 次比较打分:更快显示绿色,更慢显示红色。列出最近 10 次运行。被停止的和完全命中缓存的运行不计入。 |\n| **LC Tone Match** | 保留参考图的整体光线和颜色,同时保留图像自身的细节,带可选遮罩。 |\n| **LC Vibrance** | 智能饱和度(vibrance),带可选的普通饱和度和皮肤保护。 |\n| **LC Vignette** | 压暗或提亮图像边缘。 |\n| **LC VRAM Cache Clear** | 一个直通节点,运行时清除 GPU 和模型缓存,即使在后面没有任何东西的独立分支上也能工作。 |\n| **LC Watermark 💧** | 合成一张水印图片,位置通过拖动设置,大小和不透明度实时可调。透明 PNG 通过 watermark_mask 保留透明度。 |\n| **LC Weighted Prompt ⚖️** | 每个词都有权重的提示词框:点击一个词,移动滑块(大于 1 为绿色并显示数值,小于 1 为红色,低于 0 则被去掉)。可以在框里输入,也可以把提示词接进来在这里编辑;block(on change、always、never)决定用哪一个。适用于 Krea 2(普通、Image Reference Edit、Identity Edit、ControlNet)和 CLIP 模型。 |\n| **LC Widget To String** | 把另一个节点上的控件读取为字符串。 |\n| **LC ✂️ Duplicate Tags 🏷️** | 删除重复的标签,避免权重翻倍(long_hair = (long hair:1.2))。可选第二个提示词,用来把两者合并并一起清理。 |\n| **LC 🚦** | boolean 的指示灯:true 一种颜色,false 一种颜色(或没有)。颜色在齿轮里设置。 |\n| **Prompt** | 提示词文本框(原名 LC Positive)。Vision Assistant 会用它替换其他包的文本框,如果文本框接的是负面,则替换成 LC Negative。 |\n| **Prompt to Conditioning** | 把文本提示词编码成 CLIP conditioning。 |\n| **🌱LC Seed** | 一个实用的 seed,其模式在只排队运行这个节点时也能工作。 |\n| **🎨LC Color Palette** | 从预设或图像中挑选 4 到 6 种颜色的色板,用于提示词。 |\n| **🎲LC Wildcard** | 从 wildcard 文本文件中随机选一行。 |\n| **📐 LC Aspect Ratio Simplifier** | 把图像和/或遮罩缩放到目标尺寸,输出图像、遮罩、尺寸、空 latent 和 batch。 |\n| **📐 LC Aspect Ratio Simplifier (pipe)** | 功能与 Aspect Ratio Simplifier 相同,并增加了用于 Get/Set 的 pipe 输出。 |\n| **📝 LC Save Text** | 把一段文本字符串写入输出文件夹中的文件。 |\n| **🗒️LC Camera** | 根据距离和角度预设,为提示词设置相机取景和景深。 |\n| **🗒️LC Lighting** | 根据预设加上你自己的备注,为提示词设置光线风格和方向。 |\n| **🗒️LC Scene Builder** | 根据场景预设和物体构建场景描述。 |\n| **🗒️LC Style Selector** | 为提示词选择风格预设(和质量等级),并添加你自己的备注。 |\n| **🗒️LC Subject** | 用自由文本加上姿势、动作、服装和位置选项,描述提示词的主体。 |\n| **🗒️LC Subject Array** | 把多个主体输出合并成一行。 |\n| **🧩LC Prompt Assembler** | 把提示词构建模块(主体、相机、光线、风格、场景)组装成一个提示词或 JSON。 |\n\n---\n\n## LC AV v0.5.0\n\n[github.com/lonecatone23/ComfyUI_LC_AV_nodes](https://github.com/lonecatone23/ComfyUI_LC_AV_nodes)\n\n| 节点 | 作用 |\n|---|---|\n| **LC Audio Channel 🎚️** | 把立体声拆成左右声道,并把单声道复制到两边。 |\n| **LC Audio Crop ✂️** | 从开始时间到结束时间(MM:SS)裁剪音频。 |\n| **LC Audio Duration ⏱️** | 以秒和分钟、int 和 float 输出音频长度。 |\n| **LC Audio EQ 3-Band 🎛️** | 三段均衡器,包含低架、峰值中频和高架。 |\n| **LC Audio Separate 🎼** | 用 Hybrid Demucs 把音频拆成 Bass、Drums、Other 和 Vocals 分轨。 |\n| **LC Audio Volume 🔊** | 用滑块改变音频音量,增益后做软削波。 |\n| **LC AV Pipe (in/edit) 🎬** | 打包或编辑一个包含视频、音频和设置的 LC_AV_PIPE。 |\n| **LC AV Pipe Out 🎬** | 把 LC_AV_PIPE 拆成各个槽位,并继续传递 av_pipe。 |\n| **LC Create Video 🎬** | 从图像 batch 构建 LC_AV_PIPE(不会编码文件)。 |\n| **LC Final Frame 🖼️** | 输出图像 batch 的最后一帧。 |\n| **LC Frame Interpolate 🎞️** | 用 RIFE 4.26 平滑运动:任意帧率,不只是 2 倍,带进度条。保持硬切不变,并让视频与其声音匹配。 |\n| **LC Get Latent Size 📐** | 读取 latent 的像素宽高,视频 latent 还有 batch 和帧数。 |\n| **LC H3 Audio Sync (BETA) 🎤** | 让 H3 视频按你自己的音轨(一首歌、一句台词)来表演,而不是模型自己编出来的声音。 |\n| **LC H3 Make (BETA) 🎥** | 制作 LC H3 Story 的镜头:生成下一个镜头、采样并保存(多个 take、下一个镜头开始用的尾段、拼接好的影片)。 |\n| **LC H3 Save to Story (BETA) 🃏** | 把图片直接放到对应的 Story 卡片或镜头的起始 / 结束帧上。角色、服装和道具图片会被抠到纯灰背景上。 |\n| **LC H3 Shot Card (BETA) 🎞️** | 用任何图像模型做分镜帧:一个镜头的起始或结束帧作为提示词,加上它的走位框、背景和角色图片。 |\n| **LC H3 Story (BETA) 🎬** | 整部影片都在一个节点上:角色、服装、场景、道具和镜头。每个镜头的文字就是 H3 收到的内容,渲染前还会提醒你问题。 |\n| **LC H3 Story Card Prompt (BETA) 📝** | 把 Story 的角色、服装、场景或道具卡片变成提示词和空 latent,给任何图像模型使用,让卡片有自己的图片。 |\n| **LC H3 Ultimate Upscale (BETA) 🔭** | 把 MMH3 Ultimate Upscale 做进一个节点,用于普通的 MiniMax H3 工作流:H3 latent 放大器加上轻量的分块 H3 处理。 |\n| **LC H3 Upscale (BETA) 🔭** | 剪辑定稿后,每次运行从保存的 latent 放大一个长视频片段。 |\n| **LC Load Audio 📂** | 从 input 文件夹加载音频,带起止裁剪和预览播放器。 |\n| **LC Load Video 🎞️** | 原样加载视频:每一帧保持原尺寸,带声音和原帧率。不缩放,不跳帧。 |\n| **LC Pipe → AV Pipe 🔌** | 把 LC_PIPE 或 MiniMax H3 pipe 转换成 LC_AV_PIPE,只复制共有的字段。 |\n| **LC Preview Video 📺** | 在节点上播放视频,可以是文件,也可以是带声音的一批帧。不会保存到你的输出文件夹。 |\n| **LC Save Video Metadata 🏷️** | 生成与 LC Save Metadata 相同的元数据,供 LC Save Image 或 LC Save Video 使用。 |\n| **LC Save Video 💾** | 以 Video Combine 风格的选项(帧率、loop、格式、pingpong、crf、pix_fmt、音频)保存视频。 |\n| **LC VAE Decode 🧩** | 一个可以在完整解码和分块解码之间切换的 VAE Decode。 |\n\n---\n\n## LC MaskMaker v0.29.3\n\n[github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes](https://github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes)\n\n| 节点 | 作用 |\n|---|---|\n| **LC 360 View 🧭** | 从 360 全景图中取出平面相机视角:在节点上拖动来瞄准,按 名称: yaw, pitch, fov 列出视角,一次得到整批。一张全景图让一个场景的每个镜头都在同一个房间里。 |\n| **LC Auto Adjust 🔆** | 一键自动色阶(按通道、亮度、饱和度或单色),带微调、强度混合和可选遮罩。 |\n| **LC Character Detailer (BETA) 🩹** | 针对单个角色的 LC Smart Detailer:SAM 3 找出所有匹配,然后只重绘你选中的那一个(从左到右、最大的,或 LC Bounding Boxes 框里的那个)。给每个角色单独的 LoRA 分支和 detailer,这样角色 LoRA 就不会渗到其他脸上。 |\n| **LC Character Detailer (pipe) (BETA) 🩹** | 同上,但模型、VAE 和采样器设置来自 LC pipe。接入的模型会覆盖 pipe 里的模型。 |\n| **LC Create Mask 🖼️✏️** | 直接在节点上用点或自由铅笔绘制遮罩,内置羽化、反转和不透明度。 |\n| **LC Depth Anything V2 🌊** | 生成 Depth Anything V2 深度图(亮 = 近),输出为图像和遮罩。模型列表在每台机器上显示一致。 |\n| **LC Detail Finder (BETA) 🎯** | 每个角色一个 detailer,第 1 步:SAM 3 一次找出所有匹配(每张脸)。用 face, hair 时,每张脸都会得到自己的头发。 |\n| **LC Detail Sorter (BETA) 🔢** | 第 2 步:把 SAM 3 的蒙版排好顺序(从左到右、从右到左、从上到下、最大优先),拆成 1 到 8 号输出,并在预览上标号。 |\n| **LC Detailer For Each (BETA) 🩹** | 第 3 步,每个角色一个:用这个人自己的 LoRA 分支、conditioning 提示词和种子重绘他。可以单独使用,也可以接在 LC pipe 上;接入的任何东西都优先于 pipe。与 LC Smart Detailer 使用同一个引擎。 |\n| **LC Face Crop 📐** | 裁剪成指定格式并把人脸摆放得当,而不是盲目居中裁剪,使用 Aspect Ratio Simplifier 的预设。取景从最宽到仅脸部。 |\n| **LC Image Blend Advance 🎚️** | 把图层放在背景上(位置、缩放、旋转、镜像),并通过可选遮罩用 29 种混合模式混合。 |\n| **LC Outpaint, Rotate, & Pad 🔄** | 在节点上拖动来旋转、裁剪和填充图片,带竖/横翻转。mask 覆盖填充区域和旋转后露出的角。max_megapixels 会把画面限制在该尺寸。 |\n| **LC Krea2 AnyPaint 🩹** | 使用 AnyPaint LoRA 的 Krea 2 局部重绘和外绘。遮罩之外的一切完全原样返回,接缝消失。 |\n| **LC Z-Image AnyPaint 🩹** | Z-Image(Turbo / Base)的同款局部重绘和外绘,由 Z-Image Fun ControlNet Union 2.1 补丁绘制,而不是 LoRA。遮罩之外的一切完全原样返回。 |\n| **LC SDXL AnyPaint 🩹** | 适用于任何 SDXL checkpoint(SDXL、Pony、Illustrious)的同款局部重绘和外绘,由 ControlNet Union ProMax 绘制,Fooocus inpaint 可选。不需要 LoRA。 |\n| **LC Flux 3 Klein AnyPaint 🩹** | 针对 Flux 3 Klein 的同款 inpaint 和 outpaint,在编辑模式下配合 AusBoss 的 Outpaint LoRA 绘制:区域被填成灰色,由模型来填充,而你的画面保持不动。 |\n| **LC MOSS Box Edit 🖌️ (BETA)** | 用 LC Bounding Boxes 在图片上画框,MOSS Image 只重绘这些框,绘制时能看到整张图;框外的一切逐像素保持不变。可以换衣服、加一个角色或一块招牌,或者把东西去掉。 |\n| **LC MOSS Control 🕹️** | MOSS Image 的 ControlNet:画面跟随深度图(姿势、形状)和/或颜色区域图,各自有结束点。运行 darask0 的 Color-Depth Control 适配器。 |\n| **LC Mask Refine ✨** | 用 trimap 收紧遮罩,只在边缘带上使用 guided filter 或 VITMatte,带前后擦除对比。 |\n| **LC Normal Map (BAE) 🗺️** | 生成 BAE 表面法线图(RGB = XYZ),与 ControlNet 的 normal_bae 风格相同。 |\n| **LC Outpaint 🖌️➕** | 在节点上向外拖动画布边缘,构建灰色画布和新增区域的 mask。max_megapixels 会把边缘限制在该尺寸。 |\n| **LC Person Mask 🧍** | 用 Segformer 或 MediaPipe 选取人物的各个部分(脸、头发、身体、衣服、配饰、背景)。remove_features 会生成仅皮肤的遮罩。 |\n| **LC Remove Background ✂️** | 用 BiRefNet 去除背景,输出 RGBA 抠图、遮罩,以及纯色背景上的主体。 |\n| **LC Segment Anything 🎯** | 通过描述来选取对象,使用 GroundingDINO + SAM 或 SAM 3,带可选的边缘精修。 |\n| **LC Smart Detailer 🩹** | 取代 SEGS / Impact 的 detailer。用 SAM 3 找到你输入的东西(手、脸、眼睛),在各自放大的裁剪区域里重绘,然后融合回去。 |\n| **LC Smart Detailer (pipe) 🩹** | 同上,模型、VAE 和采样器设置来自 LC pipe。接入的模型或 VAE 会覆盖 pipe 里的。 |\n| **LC Touch Mask (BETA) 👆** | 精确地给一样东西做蒙版:圈住它,SAM 3 就会找到它的边缘。点一下扩展到下一个更大的东西(脸、脸 + 头发、头、整个人),双击退回一步。Ctrl + 画 用来剪掉。内置阈值、平滑和精细的边缘处理。 |\n| **LC VOSR2 Upscale 🧩** | 内置 VOSR 2.0 的快速低显存放大:在不重绘画面的情况下锐化并增加细微细节。一次 1.5x 到 4x,两次可到 6x 和 8x。 |\n| **LC VOSR2 Upscale (pipe) 🧩** | 同上,用于 LC pipe,放在 pipe detailer 之后。把 detailer 的区域带到新尺寸(protected 输出),供 LC Skin Upscale / LC Skin Texture 使用。 |\n\n---\n\n## LC Vision v1.6.18\n\n[github.com/lonecatone23/ComfyUI_LC_Vision_nodes](https://github.com/lonecatone23/ComfyUI_LC_Vision_nodes)\n\n| 节点 | 作用 |\n|---|---|\n| **LC Vision Showrunner (BETA) 🎬** | 把长 MiniMax H3 视频规划为 CUT / CONTINUE 片段,根据上一段实际的结尾修正每处衔接,并保存 / 加载项目文件(镜头列表、参考、设置)。 |\n| **LC Vision Reviewer 🕵️ (BETA)** | 质量关卡:对手、脸、文字、伪影、提示词匹配以及你自己的问题做是/否检查。标记不合格的渲染,或阻止它后面的一切。 |\n| **LC Vision Shot List (BETA) 📋** | 给 Showrunner 的故事,像表单一样填写:场景、角色,以及每个镜头一行。会建议片段数量,并对相对镜头而言过长的台词发出警告。不涉及 AI。 |\n| **LC Vision Storyboard Builder (BETA) 🎞️** | 为 Showrunner 电影准备图片:找出项目还缺什么(人脸、地点、锚点),为每张图生成一个提示词、latent 和种子,交给采样器。 |\n| **LC Vision Storyboard Save (BETA) 🎞️** | 把 Storyboard Builder 的图片存进项目。在 Showrunner 上点 📂 Load 会把它们加入 Reference Assembler。 |\n| **LC Vision Storyboard Sheet (BETA) 🎞️** | 节点上的分镜板:每张图一张卡片。✅ Use 把它放进 Reference Assembler,↻ 重新生成,✎ 修改它的提示词。不需要连线。 |\n| **LC Vision Redirect (BETA) 🔬** | 为旧工作流保留:LC Vision Showrunner 现在自己就能修正衔接。 |\n| **LC Vision Danbooru Caption 🏷️** | 根据一张图或一个粗略的想法,为 SDXL、Pony 和 Illustrious 生成提示词:简短或详细的描述、真实的 Danbooru 标签,或一句话加标签。可选质量标签和匹配的负面提示词。 |\n| **LC Vision Caption 📝** | 用已加载的 LC Vision 模型、一条指令、最多三张参考图和一段参考视频生成文本。 |\n| **LC Vision Loader 🔬** | 加载 Qwen-VL GGUF 模型及其视觉投影。keep_model_loaded 关闭时,Vision 节点用完后会卸载它,让图像模型独占整张显卡。 |\n| **LC Vision Moviemaker 🎥** | 一次调用把视频规划成若干连续片段,每段都写成一个独立完整的 MiniMax H3 提示词。 |\n| **LC Vision Prompt Enhancer 📝** | 通过 LC Vision 模型、用预设指令改写提示词(仅文本)。把 LC MOSS Layout Prompt 接进来,它会增强场景和框,框保持不变。 |\n\n---\n\n## LC ModelBuilder v0.7.4\n\n[github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes](https://github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes)\n\n| 节点 | 作用 |\n|---|---|\n| **LC Anima Block Merge Advanced** | Anima 版的 Krea2 Block Merge Advanced:一条覆盖 28 个 block 的曲线,外加 x embedder、timestep embedder 和 norm、LLM adapter 以及 final layer 的滑块。带预设。 |\n| **LC Anima LoRA Block Scan** | Anima 版的 Krea2 LoRA Block Scan,用 CCIP 给动漫人脸打分。 |\n| **LC Anima LoRA Editor** | Anima 版的 Krea2 LoRA Editor:控件相同,换成 Anima 的 28 个 block 和层类型。 |\n| **LC Anima LoRA Merge** | Anima 版的 Krea2 LoRA Merge:两到四个 Anima LoRA,按 block 设置 A / B 曲线。 |\n| **LC Checkpoint Save** | 保存一体式 checkpoint(model、clip、vae),带 enabled 开关可跳过保存。metadata:保留全部,或仅保留必要信息(不含工作流或训练细节)。 |\n| **LC Diffusion Model Save** | 只保存 diffusion 模型,不含 clip 或 vae。同样的 metadata 开关。 |\n| **LC Face Variety Scorer 🧑🤝🧑** | 给一批图像里的人脸有多相似打分(0 到 1,越低 = 越多样),并为合照给出人群得分。有真人照片(ArcFace)或动漫(CCIP)模式。 |\n| **LC Fingerprint Identify 🔎** | 这个模型是由什么构成的?根据你的指纹库给出它的配方,逐 block 分析:合并了哪些模型、比例多少,融入的 LoRA 及其强度,对每一项有多大把握,还有热力图。它只能说出库里有的东西。 |\n| **LC Fingerprint Library 📚** | 遍历你的文件夹,为每个模型和 LoRA 保存一个小小的指纹(约 1 MB)及其所属家族。文件入库之后,原文件就可以删除。重新运行只会添加新的。 |\n| **LC Krea2 Block Merge Advanced** | 合并 Krea2 checkpoint,在 28 个 block 上有可拖动的逐 block 比例曲线,另有命名区域的滑块。 |\n| **LC Krea2 LoRA Block Scan** | 通过逐个关闭 block 组,找出 LoRA 在哪里锁定了人脸或改变了整张图,并为 Editor 推荐 block 曲线。 |\n| **LC Krea2 LoRA Editor** | 加载 Krea 2 LoRA,可对 28 个 block 逐个调高或调低,分别缩放 attention 和 MLP,并柔化尖峰。 |\n| **LC Krea2 LoRA Merge** | 用逐 block 的 A / B 曲线(sum 或 TIES)合并两到四个 Krea 2 LoRA。 |\n| **LC Krea2 Semantic Vector Tuner** | 放大或衰减单个 Krea2 checkpoint 权重的特定区域(不是合并)。 |\n| **LC LoRA Bake 🍞** | 把最多 4 个 LoRA 烘焙进模型文件,另存为新模型,可选按 block 的曲线。能读取 ComfyUI 支持的所有 LoRA 格式,并把配方写进文件。在 CPU 上运行,不需要显存。 |\n| **LC LoRA Extract** | 把 finetune 变成 LoRA(finetune 减去它的 base):所有层、仅 block 或自定义 block 列表。未改变的层会被排除。 |\n| **LC LoRA Save** | 把编辑或合并后的 LoRA 保存为标准文件,所有编辑都已烘焙进去,可选新的 rank,带 enabled 和 embed_workflow 开关。 |\n| **LC Model Fingerprint 🔍** | 从权重本身出发,逐层比较一个模型与一个参考:是另一种精度的同一模型、基于它构建的、block merge(图表显示是哪些 block)还是无关。对 LoRA:它是否被合并进去,以及大约的强度。 |\n| **LC Model Merge (any precision)** | 合并以不同精度存储的两个模型(bf16 与 fp8、int8、nvfp4 或 GGUF,顺序不限)。结果保持全精度。 |\n| **LC Model Quantize 🗜️** | 保存模型的较小副本:fp8、mxfp8、nvfp4、int8 或 int4(用原生加载器加载)或 GGUF Q8_0 到 Q2_K。可来自接入的 MODEL(已烘焙 LoRA),或直接来自任意大小的文件。 |\n| **LC MOSS Block Merge Advanced** | 合并 MOSS Image 模型,用可拖动的逐层比例曲线覆盖 42 层,外加层外部分(图像输入、提示词输入、timestep、modulation、final layer)的滑块。预设可保存和加载。 |\n| **LC Scoreboard 🏆** | A / B 测试的对决计数器:#1 Win、Tie 和 #2 Win 按钮,领先者和百分比显示在节点上。 |\n| **LC Strip Metadata 🧹** | 清除你已保存模型里的元数据(内嵌工作流、训练细节、标题)。权重逐字节复制,从不加载,所以加载效果和之前完全一样。写出 _clean 副本,或替换原文件。 |\n| **LC VAE Compare** | 用最多六个 VAE 解码相同的 latent,并排显示 1:1 细节裁剪、锐度数值,以及每个与第一个的差距。 |\n| **LC VAE Merge** | 合并同一家族的两个 VAE 的解码器,从粗略形状到精细质感。编码器仍是 base 的,所以结果依然适配为它制作的模型。 |\n| **LC VAE Save** | 以 fp32、bf16 或 fp16 把 VAE 保存到 models/vae。 |\n\n---\n\"True Nothing is. Permitted Everything is\"- Yoda Auditore, Assassin's Wars",
8879 "src": "b8560e53",
8880 "srcTitle": "Total Nodes (Busy work)"
8881 },
8882 "ja": {
8883 "text": "# ノード総数\n\n5つのパックで **253ノード**。非推奨のノードは一覧に載っていますが、数には含まれません。\n\n| パック | ノード数 | バージョン | リンク |\n|---|---|---|---|\n| LC123 | 159 | v1.54.7 | [リポジトリ](https://github.com/lonecatone23/ComfyUI_LC123_nodes) |\n| LC AV | 27 | v0.5.0 | [リポジトリ](https://github.com/lonecatone23/ComfyUI_LC_AV_nodes) |\n| LC MaskMaker | 29 | v0.29.3 | [リポジトリ](https://github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes) |\n| LC Vision | 12 | v1.6.18 | [リポジトリ](https://github.com/lonecatone23/ComfyUI_LC_Vision_nodes) |\n| LC ModelBuilder | 26 | v0.7.4 | [リポジトリ](https://github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes) |\n\n---\n\n## LC123 v1.54.7\n\n[github.com/lonecatone23/ComfyUI_LC123_nodes](https://github.com/lonecatone23/ComfyUI_LC123_nodes)\n\n| ノード | 機能 |\n|---|---|\n| **CivitAI 🚩🔪** | コンプライアンスリストを使って、プロンプトからフラグ付きの用語を取り除きます。あくまで補助です(CivitAI の規約に対する責任はあなたにあります)。オンにするまではオフです。 |\n| **LC Advanced Folder 📂** | Image Saver 系ノード向けに、ファイル名とパスを別々に出力します。prefix-in-path とタイムスタンプも任意で使えます。 |\n| **LC Anima Regional Inline Canvas** | ノード上で RGB の領域を塗ると、領域ごとに別々の conditioning とマスクが得られます。Anima の regional prompting 用です。 |\n| **LC Any Empty Bool** | 接続された入力のどれかが空、ミュート、またはバイパスされていれば true を出力します。 |\n| **LC Any Empty Float** | Any Empty Bool と同じ空判定を行い、空の float と空でない float を出力します。 |\n| **LC Any Empty Int** | Any Empty Bool と同じ空判定を行い、空の整数と空でない整数を出力します。 |\n| **LC Any Index Switch** | 選んだインデックスの入力を通し、ほかのスロットは無視します。 |\n| **LC AnySwitch** | 2〜20個の入力のうち最初に接続されたものを選び、その型にロックします。 |\n| **LC Apply LoRA Stack 🎚️** | LC LoRA Loader Stack(または任意のパック)の LORA_STACK を、model や clip に適用します。 |\n| **LC Apply LUT** | models/luts の .cube 3D LUT を、0〜2 の strength で適用します。デフォルトは LC Crushed Blacks の 0.3 です。 |\n| **LC Aspect Ratio Pipe (In/Edit)** | 画像、マスク、サイズ、latent、バッチ、解像度を LC_PIPE にまとめるか、既存のものを編集します。接続したソケットだけが上書きされます。 |\n| **LC Aspect Ratio Pipe Out** | LC_PIPE のアスペクト比のフィールドを個別のソケットに展開し、pipe はそのまま渡します。 |\n| **LC Auto White Balance** | アルゴリズムを選んで、ホワイトバランスを自動補正します。strength のブレンドと before/after ワイプ付き。 |\n| **LC Basic Scheduler** | 全ステップ数ぶんの sigmas(denoise なし)を出力します。デュアルパスのサンプリングで LC Split Sigmas (Advanced) に渡すためのものです。 |\n| **LC Batch Image 🖼️** | 自動で増えるスロットから画像をバッチ化します。ミュートされたものや欠けているものは無視し、後の画像は最初の画像に合わせてリサイズします。 |\n| **LC Bloom** | 明るい部分から光のにじみを加えます。Bloom、Pro-Mist(ディフュージョンフィルター)、Halation(フィルムのエッジの光)の各モードがあります。 |\n| **LC Boolean** | boolean、int、float をきれいな true/false に変換し、ノード上に表示します。 |\n| **LC Boolean Flip** | トグルの反対を出力します。 |\n| **LC Boolean Switch** | boolean に基づいて、on_true か on_false の入力(任意の型)を選びます。 |\n| **LC Boolean Value** | どこにでも接続できる、シンプルな boolean トグルです。 |\n| **LC Bounding Boxes 🔲** | Flux 3 や MOSS Image 用に画像の上にボックスを描きます。ボックスごとに名前を付け、新規・変更・移動・削除を選んで、結果を説明します。MOSS ではボックスをキャラクターにして、専用のパレットを持たせることもできます。クラシックと Nodes 2.0 の両方で動きます。 |\n| **LC Bypass Relay** | 左側のノードを集めて、ハブが OPT_CONNECTION 経由でそれらをまとめてミュートまたはバイパスできるようにします。 |\n| **LC Bypasser Panel** (JS only) | LC Bypasser、LC Mute、LC Groups Bypasser 用の、ウィジェットだけのリモコンです。 |\n| **LC Bypasser** (JS only) | 1か所から、リンクされたノードをトグルまたは BOOLEAN 入力でバイパスします。 |\n| **LC Chromatic Aberration** | RGB チャンネルをずらして、レンズの色収差を疑似的に再現します。チャンネルごとにピクセル量と方向を設定できます。 |\n| **LC Color Match 🎨** | 画像の色をリファレンスに合わせます(AdaIN / mean-std)。肌の保護とマスクも任意で使えます。 |\n| **LC Combo Selector** | 他のノードの combo(sampler、scheduler など)に接続すると、そのオプションをミラーするドロップダウンです。 |\n| **LC Control Panel 🎛️** | 1つのノードに最大16個のスライダーとオン/オフスイッチをまとめ、それぞれが専用の出力を持ちます。行の歯車で、タイプ(数値か boolean)、名前、範囲、ステップ、INT か FLOAT を設定します。数値や boolean の入力につないだ新しい行は、その入力の設定をコピーします。 |\n| **LC Custom Combo** | 自分だけの選択肢リストを作り、選んだテキストとそのインデックスを出力します。 |\n| **LC Custom Combo Panel** | 別の場所から LC Custom Combo の選択を切り替えるリモコンです。 |\n| **LC Denoise 💉** | サンプラーに渡すのと同じ denoise を使って、1 から denoise を引いた値でスケールした latent ノイズを注入します。 |\n| **LC Depth FX 🌫️** | depth map を使って、大気のもや、ライトラップ、本物のボケ付きの被写界深度を作ります。共通のルックも使えます。 |\n| **LC Detail Daemon (BETA)** | 元の Detail Daemon のスケジュールに沿って、ステップの一部の区間でモデルからノイズを少し隠すことで、細かいディテールを加えます。Look only(デフォルト)、classic、keep structure のモードがあります。サンプラー版です。low pass サンプラーに接続します。 |\n| **LC Detail Daemon (model) (BETA)** | 同じ Detail Daemon を model patch にしたものです。通常の KSampler 用です。 |\n| **LC Detail Pipe Out** | LC_PIPE から detailer の設定(モデル、プロンプト、seed、cfg、sampler、scheduler、steps)を展開します。protect_mask(一番下): pipe detailer が描き直したエリア。 |\n| **LC Dimension Resize 📐** | width と height に対して、1つの値で加算、減算、乗算、除算を行い、結果を整数に丸めます。 |\n| **LC Directional Blur** | 1つの角度と長さに沿ったモーションブラーです。ノード上の矢印をドラッグして設定します。 |\n| **LC Dynamic Overlay** | 画像 B を画像 A に重ね、1回実行したあとは再生成せずに、ノード上で不透明度を調整できます。 |\n| **LC Easy Folder 📂** | ネイティブの Save Image ノード用に filename_prefix を作り、フォルダも作成します。 |\n| **LC Film Grain** | フィルムグレインを加えます。amount、contrast、size、モノ/カラーのオプション付き。 |\n| **LC Film Grain (Video) 🎞️** | クリップ全体に同じグレインを適用します。GPU で数フレームずつ処理し、プログレスバーが出ます。グレインは動画のサイズに合わせてあるので、圧縮にも耐えます。 |\n| **LC Film Stock (B&W)** | プリセットから白黒フィルムの見た目にします。strength のブレンド付き。 |\n| **LC Film Stock (Color)** | プリセット(toe、shoulder、gamma)からカラーフィルムの見た目にします。strength のブレンド付き。 |\n| **LC Float Compare** | 2つの float の大きいほう、または小さいほうを出力します。 |\n| **LC Flux 3 Layout Prompt 🗺️** | Flux 3 のプロンプトに、モデルが学習した形式の表としてボックスを追加します。プロンプトに <1>、<2> と書くと、ボックス1、ボックス2を指します。 |\n| **LC Flux 3 Reference Latent 🖼️** | Flux 3 用に、positive と negative に最大4枚のリファレンス画像を渡します。モデルが必要とする negative と latent サイズも出力します。 |\n| **LC Get Image 📐** | 画像の width、height、メガピクセル、長辺、バッチサイズ、アスペクト比を読み取ります。 |\n| **LC Groups Bypasser** (JS only) | 1か所から、グループ全体をバイパスします。グループごとに1つのトグルがあります。 |\n| **LC Image Adjust** | 基本的なカラーグレーディング(hue、saturation、brightness、contrast)と、軽いシャープ/ソフト化。 |\n| **LC Image Batch From Folder 📂** | フォルダ全体を、アルファベット順の1つのバッチとして読み込みます。max_images と start_index 付き。 |\n| **LC Image Compare 🔎** | 大量の画像バッチを、コンパクトなドロップダウンと安定した画像エリアで比較します。 |\n| **LC Image Crop 🖼️🔪** | ノード上のボックスとハンドルをドラッグしてクロップします。アスペクト比のロックも任意で使えます。 |\n| **LC Image Denoise** | blur strength、エッジ保持、ブレンド付きのスマートなデノイズです。 |\n| **LC Image Desaturate** | factor と輝度の方式を使って、グレースケールに向けて彩度を落とします。 |\n| **LC Image Grid 🖼️** | 画像のバッチをグリッドに配置します。gap、アウトライン、ボーダーは任意です。 |\n| **LC Image Label** | ワークフローに注釈をつけるための浮動画像ステッカーです。ドラッグ&ドロップでアップロードできます(ソケットなし)。 |\n| **LC Image Pass** | 画像をそのまま通します。オフにすると、次のノードはその入力に何も受け取らず、それなしで実行されます。 |\n| **LC Image Ref Pipe In 🖼️** | 最大16枚のリファレンス画像を1つの pipe にまとめます。ソケットは Text Encode Qwen Image 2.1 のように増えます。 |\n| **LC Image Ref Pipe Out 🖼️** | image ref pipe を、元のスロットの image_1〜image_16 に展開します。pipe が先です。 |\n| **LC Image RGB** | 各カラーチャンネルを別々にオフセットします。全体の strength 付き。 |\n| **LC Image Split 🖼️** | ノード上のビフォー/アフターのワイプで、出力は保存用に焼き込んだ分割画像です。仕切り線の幅と色は自由に決められます。 |\n| **LC Image Stitch Multi 🖼️🪡** | 自動で増えるスロットから、画像を横または縦に並べて結合します。match size、align、gap は任意です。 |\n| **LC Image to Total Megapixels 📐** | 画像を合計メガピクセル数にスケールし、結果の解像度を出力します。 |\n| **LC Image-Mask Resize 📐** | 画像やマスクを、プリセット、カスタムサイズ、倍率、メガピクセル数のいずれかにリサイズします。サイズは divisible_by の倍数になります。 |\n| **LC Int Compare** | 2つの整数の大きいほう、または小さいほうを出力します。 |\n| **LC Int Split** | 合計を小数の分割点で a + b に分割します。a + b は常に合計と一致します。 |\n| **LC Invert Boolean** | boolean、int、float を boolean に変換し、反対を出力します。 |\n| **LC Is Bypassed / Muted** | 接続されたノードがバイパスまたはミュートされていれば true を出力します。キューに入れなくても、リアルタイムで読み取ります。 |\n| **LC Join Strings 🔗** | 複数の文字列を区切り文字で連結し、空のものはスキップします。 |\n| **LC Krea2 Regional Inline Canvas** | ノード上で RGB の領域を塗り、krea2 の CLIP タイプを使って regional conditioning を得ます。 |\n| **LC Label 🏷️** | ワークフローに注釈をつけるための浮動テキストラベルです。フォント、色、アウトライン、影が使えます(ソケットなし)。 |\n| **LC Last Image Holder** | 最後に生成した画像を保持し、接続を外した後でも before/after の比較に使えます。Hold until seed change は、シードの最初の画像を保持して、調整との比較に使えます。 |\n| **LC Lens FX (deprecated)** | 検索から非表示になっています。古いワークフローでは引き続き動作します。代わりに Lens Profile、Vignette、Film Grain を使ってください。 |\n| **LC Lens Profile** | 名前付きのレンズプロファイルを、強度を調整して適用または補正します。 |\n| **LC Lift Gamma Gain** | lift、gamma、gain、offset で、シャドウ、中間調、ハイライトをグレーディングします。 |\n| **LC Lighting Control V2 🔦** | 1〜2個のスポットまたはサンライトで画像をリライトします。暖かさ、カラージェル、ハード/ソフトな投影影に対応しています。 |\n| **LC Lighting Control 🔦 (deprecated)** | 古いワークフローは引き続き動作します。代わりに LC Lighting Control V2 を使ってください。 |\n| **LC LoRA Loader Stack 🎚️** | LC LoRA Loader と同じ LoRA リストを作り、LORA_STACK として出力します。 |\n| **LC LoRA Loader 🎚️** | 1つのノードで、任意の数の LoRA を適用します。行ごとに有効化、strength、ドラッグでの並べ替えができます。 |\n| **LC LoRA Loader (single) 🎚️** | LC LoRA Loader の 1 行分(オン/オフ、フォルダーピッカー、強度、Info)で、turbo やスタイルの LoRA を専用の場所に置けます。モデルのみで、行の追加や削除はありません。 |\n| **LC Mask Pass** | マスクをそのまま通します。オフにすると、次のノードはマスクなしで実行されます。マスクを作るノードをバイパスする代わりに使ってください。 |\n| **LC MiniMax H3 Pipe** | MiniMax H3 用のプロンプト、リファレンス、設定を保持する H3 pipe をまとめる、または編集します。 |\n| **LC MiniMax H3 Pipe Out** | LC MiniMax H3 pipe を個別のソケットに展開します。 |\n| **LC MiniMax H3 Pipe Out V2** | H3 pipe V2 を展開します。prompt、steps、cfg、seed、sampler、scheduler の出力が加わっています。 |\n| **LC MiniMax H3 Pipe V2** | prompt、steps、cfg、seed、sampler、scheduler も運ぶ H3 pipe V2 をまとめる、または編集します。 |\n| **LC Model Info ℹ️** | 任意の MODEL をつなぐと、ワイヤーを上流にたどり(LoRA ローダー、マージ、LC Model Optimizer)、各ファイルのヘッダーだけを読みます。保存ノードが焼き込んだワークフロー(ベースモデル、strength 付きの LoRA、マージ)、Kohya の学習情報とトリガータグ、カードのフィールド、GGUF のタイプを表示します。ノード上でライブに表示され、キューに入れる必要はありません。モデルはそのまま通過します。 |\n| **LC Model Optimizer (pipe) ⚡** | LC Model Optimizer と同じで、さらに LC_PIPE 出力があります(model 2 は Ideogram 4 の2つ目のモデルを運びます)。 |\n| **LC Model Optimizer Video (pipe) ⚡** | LC Model Optimizer Video と同じで、さらに LC_PIPE 出力があります(vae 2 は音声 VAE を運びます)。 |\n| **LC Model Optimizer Video ⚡** | ビデオ版です。MiniMax H3 と LTX 2.5 / 2.3 向けに、モデル、テキストエンコーダー、ビデオとオーディオの VAE、latent アップスケーラーを読み込みます。H3 では、Spectrum と Veda がインストールされていればオンにできます(spectrum / veda ウィジェット)。 |\n| **LC Model Optimizer ⚡** | あなたのカードに合ったモデル、テキストエンコーダー、VAE を、そのカードで効く高速化と一緒に読み込みます。初回の実行でおすすめのファイルをダウンロードします。Krea 2(Turbo と Raw)、SDXL、Illustrious、Pony などに対応し、ほかのモデルは Custom で使えます。MOSS Image と Krea 2 では Spectrum が組み込まれています(spectrum ウィジェットでオフにできます)。 |\n| **LC MOSS Layout Prompt 🗺️** | ボックスを MOSS Image のレイアウトプロンプトに変えます。オブジェクト、キャラクター、テキストがそれぞれのキャプションとパレットを持ち、描いた場所にそのまま配置されます。キャンバス(シングル、マルチパネル、コラージュ)、メディウムタグとパレットを加え、ボックスを描いたときのサイズを出力します。 |\n| **LC Mute** (JS only) | LC Bypasser と同じように動作しますが、Off にするとリンクされたノードをバイパスではなくミュートします。 |\n| **LC Natural Look 🍃** | AI っぽさを取り除きます。いちばん派手な色だけを抑え、オレンジがかった肌やプラスチックのような肌を落ち着かせ、ハイライトをなめらかに落とし、テカテカした光沢を消して細かな質感を引き出します(のっぺりした肌は対象外)。黒の締まり、コントラスト、明るさはそのままで、ほんの少しグレインを加えます。 |\n| **LC Negative** | negative プロンプトのテキストボックスです。 |\n| **LC Node Snapshot 📋** | 他のノードのウィジェットを読み取り、選択した値、全行、または JSON を出力します。 |\n| **LC Note 📝** (JS only) | クリックすると、LC Vision 経由で ComfyUI の14言語に翻訳される markdown ノートで、@[card](link) の行をリンクカードとして表示します。 |\n| **LC Notify 🔊** | ノードが実行されたときに、選んだ音を鳴らします(常に、キューが空になったとき、または鳴らさない)。 |\n| **LC Phone Filters 📱** | スマホアプリのフィルタープリセット37種(1977、Aden、Brooklyn など)。strength とノード上のワイプ付き。 |\n| **LC Photo Style 📷** | スタイルプリセットから、画像にスマホカメラ風の見た目を与えます。スライダーと strength のブレンド付き。 |\n| **LC Pipe (in/edit)** | 値を LC_PIPE にまとめるか、既存の pipe に上書きをマージします。 |\n| **LC Pipe Combine** | 上の pipe を、2つ目の pipe で編集します。編集用 pipe が運ぶものは上の pipe を上書きし、それ以外はそのまま引き継がれます。 |\n| **LC Pipe Out** | LC_PIPE を個別のソケットに展開し、pipe はそのまま渡します。protect_mask(一番下): pipe detailer が描き直したエリア。 |\n| **LC Preview Image 🖼️** | 画像をプレビューします。何も届かないときは、エラーにならず静かに待機します。 |\n| **LC Preview Mask 🎭** | マスクをプレビューします。何も届かないときは、エラーにならず静かに待機します。 |\n| **LC Prompt to Conditioning + Zero** | プロンプトを conditioning にエンコードし、negative 用にゼロ化したコピーも出力します。 |\n| **LC Reference Latent** | コンディショニングに最大 8 個のリファレンス latent を付けます。複数つなぐと足し合わされます。 |\n| **LC RTX Super Resolution ⚡** | 画像や動画フレームに対する NVIDIA RTX Video Super Resolution です。最大4倍のアップスケール、きれいなソースのアップスケール、denoise、deblur に対応します。品質は LOW から ULTRA、倍率またはメガピクセル、strength を指定できます。nvidia-vfx がない場合は Install RTX support ボタンが表示されます。 |\n| **LC Sampler Configure** | デュアルパスのサンプラー設定を一元管理します: steps、swap ポイント、detailer steps、denoise、CFG、sampler、scheduler。 |\n| **LC Sampler Configure (pipe)** | pipe 入力(任意)と pipe 出力を持つ、デュアルパスのサンプラー設定です。 |\n| **LC Sampler Configure Pipe Out** | LC_PIPE を sampler configure のソケットと latent に展開します。 |\n| **LC Sampler Configure Simple** | CFG が1つで step swap のない、シングルパスのサンプラー設定です。 |\n| **LC Sampler Configure Simple (pipe)** | LC_PIPE から読み込み、LC_PIPE に書き込むシンプルなサンプラー設定です。 |\n| **LC Sampler Scheduler ⚙️** | sampler と scheduler を一度だけ選んですべての KSampler に配線すれば、まとめて変更できます。 |\n| **LC Save Image 💾** | ワークフローのメタデータ付きで画像を保存します。LC Save Metadata と組み合わせると、CivitAI のパラメータも書き込みます。 |\n| **LC Save Metadata 🏷️** | LC Save Image が書き込むメタデータ(モデル、AIR または URL、設定)を作ります。 |\n| **LC Seed Jump 🌱** | seed とジャンプ値を受け取り、seed と、続く5つのジャンプ先を出力します。 |\n| **LC Sharpen Pro** | ぼけを取り除きます(デコンボリューション)。質感とクラリティ、ハロー制御、肌の保護付き(LC Skin Master の skin_mask は任意)。写真、線画、アニメ、イラスト用のプリセットがあります。 |\n| **LC Show Any 🔤** | 任意の値をノード上に表示し、型を変えずに通します。 |\n| **LC Show Text 🔤** | 文字列をノード上に表示し、そのまま渡します。 |\n| **LC Sigma Curve** | ノード上でカスタムの sigma カーブを描き、保存して、再利用できます。 |\n| **LC Sigma Resample** | 開始と終了の sigma を保ったまま、sigma カーブを新しいステップ数にリサンプリングします(LCChangeStepCount としても登録されています)。 |\n| **LC Sigmas (BETA)** | 1パスと2パスのサンプリングに使える1つのスケジューラー: グラフをドラッグして曲げられる sigma カーブのプリセット(base、beta、flowmatch、hyperbolic、gaussian、保存したカーブ)、step swap、denoise、2パス目の continue または renoise、sigma shift。通常のサンプラー名と RES4LYF / ClownShark のサンプラー名に対応しています。 |\n| **LC Size Pad 📐** | 幅 x 高さの2Dスライダーです: フレームの角をドラッグします。モデルのプリセット(MiniMax H3、Krea 2、SDXL、LTX、Klein 9B、Wan 2.2)は、そのモデルのステップにスナップし、メガピクセルの上限で止まります。アスペクトのロックと縦/横の切り替え付き。 |\n| **LC Skin Beauty ✨** | LAB で肌を寒色に、明るく、均一にします。プリセット付きで、ハイライトを保護し、マスクも任意です。GPU でも CPU でも動作します。 |\n| **LC Skin Master ✨ (BETA)** | 肌の処理チェーン全体を 1 つのノードに、顔を認識した 1 枚の肌マップの上でまとめます。ざらつき、毛穴、シミ、しわ、そばかす、目、肌のトーンと色を、それぞれ 1 回ずつ処理します。軽いクリーンアップからプラスチック肌の復元、年季の入った肌や日焼け肌までのプリセットがあります。Sharpen Pro 用に肌マスクを出力します。 |\n| **LC Skin Texture ✨ (BETA)** | なめらかになりすぎた肌に、本物の肌写真から本物の毛穴テクスチャを加えます(細かい凹凸だけで、色は取り込みません)。任意の protect_mask で、detailer のエリアには手を付けません。 |\n| **LC Skin Upscale** | マスクした肌のエリアだけを CNN モデルでアップスケールし、元に戻してブレンドします。任意の protect_mask で、detailer のエリアには手を付けません。 |\n| **LC Slider** | ノードの表面にあるスライダーで、int または float を出力します。 |\n| **LC Speed Boost (BETA) 🚀** | サンプリングが約 2 倍速くなり(SDXL / Pony / Illustrious では約 1.4 倍)、品質は同じです。画像は半分のサイズで始まり、途中でフルサイズに育ちます。ハイパスのサンプラーにつないでください。MOSS Image では使えません。 |\n| **LC Speed Boost 🚀 KSampler (BETA)** | Speed Boost を内蔵した KSampler です。入力は同じで、start / end at step が加わり、別のサンプラーにつなげられます。ClownShark(RES4LYF)のサンプラーに対応しています。 |\n| **LC Split Sigma Scheduler** | デュアルモデルの SamplerCustomAdvanced のために、sigmas を2つのモデルの間で分割します。 |\n| **LC Split Sigmas (Advanced)** | sigma カーブを swap ステップで、high と low の2つのセットに分割します。 |\n| **LC Stop 🛑** | 有効にできるキューのブレークポイント。再生ボタン(または Run)は同じシードで続きを実行するので、ストップより上はすべてキャッシュから来ます。 |\n| **LC Text Overlay** | 画像にテキストを描画します。位置はドラッグ、フォントサイズと色も設定できます。 |\n| **LC Text Remove 🔪** | テキストから、最大20個の部分文字列を順番に取り除きます。 |\n| **LC Text Replace ✂️** | テキストに対して、最大20組の検索と置換(regex も任意)を実行します。 |\n| **LC Timer ⏱️** | 毎回の実行時間を計り、最新の実行を直前5回と比べて採点します: 速ければ緑、遅ければ赤。直近10回の実行を一覧にします。中断した実行と、完全にキャッシュされた実行は含まれません。 |\n| **LC Tone Match** | リファレンスの大まかな照明と色を保ちつつ、画像の細かいディテールを維持します。マスクも任意です。 |\n| **LC Vibrance** | スマートな彩度(vibrance)です。通常の彩度と肌の保護も任意で使えます。 |\n| **LC Vignette** | 画像の端を暗く、または明るくします。 |\n| **LC VRAM Cache Clear** | 実行時に GPU とモデルのキャッシュをクリアするパススルーノードです。後ろに何もない単独のブランチでも動作します。 |\n| **LC Watermark 💧** | ドラッグで配置するウォーターマーク画像を合成します。サイズと不透明度はリアルタイムで調整できます。透過 PNG は、watermark_mask を通して透明度を保ちます。 |\n| **LC Weighted Prompt ⚖️** | 単語ごとに重みを持てるプロンプトボックスです。単語をクリックしてスライダーを動かします(1 より上は緑で数値付き、下は赤、0 未満で取り除かれます)。ボックスに入力するか、プロンプトをつないでここで編集します。block(on change、always、never)でどちらを使うかを決めます。Krea 2(通常、Image Reference Edit、Identity Edit、ControlNet)と CLIP モデルに対応します。 |\n| **LC Widget To String** | 他のノードのウィジェットを文字列として読み取ります。 |\n| **LC ✂️ Duplicate Tags 🏷️** | 重複したタグを取り除き、二重にウェイトがかからないようにします(long_hair = (long hair:1.2))。2つ目のプロンプトを任意で接続すると、2つをマージしてまとめてクリーンアップします。 |\n| **LC 🚦** | boolean 用のライト: true と false にそれぞれ1色ずつ(または色なし)。色は歯車の中にあります。 |\n| **Prompt** | プロンプトのテキストボックスです(旧 LC Positive)。Vision Assistant は、他のパックのテキストボックスや、ボックスが negative に入る場合は LC Negative の代わりに、これに差し替えます。 |\n| **Prompt to Conditioning** | テキストプロンプトを CLIP conditioning にエンコードします。 |\n| **🌱LC Seed** | このノードだけをキューに入れたときにも動作するモードを持つ、ユーティリティ seed です。 |\n| **🎨LC Color Palette** | プロンプトで使うための4〜6色のパレットを、プリセットまたは画像から選びます。 |\n| **🎲LC Wildcard** | wildcard テキストファイルからランダムに1行を選びます。 |\n| **📐 LC Aspect Ratio Simplifier** | 画像やマスクを目標サイズにリサイズし、画像、マスク、サイズ、空の latent、バッチを出力します。 |\n| **📐 LC Aspect Ratio Simplifier (pipe)** | Aspect Ratio Simplifier と同じ動作に加え、Get/Set 用の pipe 出力があります。 |\n| **📝 LC Save Text** | テキスト文字列を output フォルダ内のファイルに書き込みます。 |\n| **🗒️LC Camera** | 距離とアングルのプリセットから、プロンプト用のカメラのフレーミングと被写界深度を設定します。 |\n| **🗒️LC Lighting** | プリセットと自分のメモから、プロンプト用の照明のスタイルと方向を設定します。 |\n| **🗒️LC Scene Builder** | シーンのプリセットとオブジェクトから、シーンの説明を組み立てます。 |\n| **🗒️LC Style Selector** | プロンプト用のスタイルプリセット(と品質レベル)を選び、自分のメモを追加します。 |\n| **🗒️LC Subject** | 自由記述のテキストに加え、ポーズ、アクション、服装、配置のオプションで、プロンプトの被写体を記述します。 |\n| **🗒️LC Subject Array** | 複数の subject 出力を1行にまとめます。 |\n| **🧩LC Prompt Assembler** | プロンプトビルダーのパーツ(subject、camera、lighting、style、scene)を、1つのプロンプトまたは JSON にまとめます。 |\n\n---\n\n## LC AV v0.5.0\n\n[github.com/lonecatone23/ComfyUI_LC_AV_nodes](https://github.com/lonecatone23/ComfyUI_LC_AV_nodes)\n\n| ノード | 機能 |\n|---|---|\n| **LC Audio Channel 🎚️** | ステレオ音声を左右に分割し、モノラルを両方に複製します。 |\n| **LC Audio Crop ✂️** | 開始時刻から終了時刻(MM:SS)まで、音声をクロップします。 |\n| **LC Audio Duration ⏱️** | 音声の長さを、秒と分で、int と float として出力します。 |\n| **LC Audio EQ 3-Band 🎛️** | ローシェルフ、ピーキングミッド、ハイシェルフの3バンドイコライザーです。 |\n| **LC Audio Separate 🎼** | Hybrid Demucs で、音声を Bass、Drums、Other、Vocals のステムに分離します。 |\n| **LC Audio Volume 🔊** | スライダーで音量を変更し、ゲイン後にソフトクリップします。 |\n| **LC AV Pipe (in/edit) 🎬** | 動画、音声、設定を保持する LC_AV_PIPE をまとめる、または編集します。 |\n| **LC AV Pipe Out 🎬** | LC_AV_PIPE をスロットに展開し、av_pipe はそのまま渡します。 |\n| **LC Create Video 🎬** | 画像バッチから LC_AV_PIPE を作ります(ファイルはエンコードしません)。 |\n| **LC Final Frame 🖼️** | 画像バッチの最後のフレームを出力します。 |\n| **LC Frame Interpolate 🎞️** | RIFE 4.26 で動きをなめらかにします: 2倍だけでなく任意のフレームレート、プログレスバー付き。カット点は保持し、動画の長さを音声に合わせます。 |\n| **LC Get Latent Size 📐** | latent のピクセル単位の width と height を読み取ります。動画 latent の場合はバッチとフレームも読み取ります。 |\n| **LC H3 Audio Sync (BETA) 🎤** | モデルが作り出した音声の代わりに、あなた自身のトラック(歌やセリフ)を H3 動画に演じさせます。 |\n| **LC H3 Make (BETA) 🎥** | LC H3 Story のショットを作ります:次のショットを組み立て、サンプリングして保存します(テイク、次のショットが始まるテール、つないだ映像)。 |\n| **LC H3 Save to Story (BETA) 🃏** | 画像をそのまま Story カードやショットの開始 / 終了フレームに入れます。キャスト、衣装、小道具の画像は切り抜かれて無地のグレーに載ります。 |\n| **LC H3 Shot Card (BETA) 🎞️** | どの画像モデルでも作れる絵コンテのフレーム:1 ショットの開始または終了フレームのプロンプト、ブロッキングのボックス、背景、キャストの画像。 |\n| **LC H3 Story (BETA) 🎬** | 映像全体を 1 つのノードに:キャスト、衣装、場所、小道具、ショット。各ショットのテキストがそのまま H3 に渡り、レンダー前に警告してくれます。 |\n| **LC H3 Story Card Prompt (BETA) 📝** | Story のキャスト、衣装、場所、小道具のカードを、どの画像モデルでも使えるプロンプトと空の latent にして、カードの画像を作ります。 |\n| **LC H3 Ultimate Upscale (BETA) 🔭** | 通常の MiniMax H3 ワークフロー用に、MMH3 Ultimate Upscale を1つのノードにまとめたもの: H3 latent アップスケーラーと軽いタイル式 H3 パス。 |\n| **LC H3 Upscale (BETA) 🔭** | カットが確定したら、保存済みの latent から、Run ごとに長尺動画の1セグメントをアップスケールします。 |\n| **LC Load Audio 📂** | input フォルダから音声を読み込みます。開始/終了のトリムとプレビュープレーヤー付き。 |\n| **LC Load Video 🎞️** | 動画をそのまま読み込みます:全フレームを元のサイズで、音声と元のフレームレートも一緒に。リサイズやフレーム飛ばしはしません。 |\n| **LC Pipe → AV Pipe 🔌** | LC_PIPE または MiniMax H3 pipe を LC_AV_PIPE に変換し、共通のフィールドだけをコピーします。 |\n| **LC Preview Video 📺** | ノード上で動画を再生します。ファイルでも、音声付きのフレームのバッチでも OK。出力フォルダーには何も保存されません。 |\n| **LC Save Video Metadata 🏷️** | LC Save Metadata と同じメタデータを、LC Save Image や LC Save Video 用に作ります。 |\n| **LC Save Video 💾** | Video Combine と同じスタイルのオプション(フレームレート、ループ、フォーマット、pingpong、crf、pix_fmt、音声)で動画を保存します。 |\n| **LC VAE Decode 🧩** | フルデコードとタイルデコードを切り替えられる VAE Decode です。 |\n\n---\n\n## LC MaskMaker v0.29.3\n\n[github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes](https://github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes)\n\n| ノード | 機能 |\n|---|---|\n| **LC 360 View 🧭** | 360 度パノラマから平面のカメラビューを取り出します。ノード上でドラッグして向きを決め、name: yaw, pitch, fov の形でビューを並べると、全部を 1 つのバッチで受け取れます。1 枚のパノラマで、シーンのすべてのショットが同じ部屋になります。 |\n| **LC Auto Adjust 🔆** | ワンクリックの自動レベル補正(チャンネルごと、輝度、彩度、モノ)。トリム、strength のブレンド、任意のマスク付き。 |\n| **LC Character Detailer (BETA) 🩹** | キャラクター 1 人用の LC Smart Detailer です。SAM 3 がすべての一致を見つけ、選んだ 1 人だけを描き直します(左から右、最大のもの、または LC Bounding Boxes のボックス内のもの)。キャラクターごとに専用の LoRA ブランチとディテイラーを持たせれば、キャラクター LoRA がほかの顔ににじみません。 |\n| **LC Character Detailer (pipe) (BETA) 🩹** | 同じものを、LC pipe のモデル、VAE、サンプラー設定で使います。接続したモデルは pipe のものより優先されます。 |\n| **LC Create Mask 🖼️✏️** | ノード上で、ポイントまたはフリーハンドの鉛筆でマスクを直接描きます。feather、invert、opacity が組み込まれています。 |\n| **LC Depth Anything V2 🌊** | Depth Anything V2 の depth map(明るい = 近い)を画像とマスクとして作ります。モデルリストはどのマシンでも同じに表示されます。 |\n| **LC Detail Finder (BETA) 🎯** | キャラクターごとのディテイラー、ステップ 1:SAM 3 がすべての一致を 1 回で見つけます(すべての顔)。face, hair にすると、顔ごとにその人の髪が付きます。 |\n| **LC Detail Sorter (BETA) 🔢** | ステップ 2:SAM 3 のマスクを並べ替え(左から右、右から左、上から下、大きい順)、出力 1〜8 に分けます。プレビューに番号が付きます。 |\n| **LC Detailer For Each (BETA) 🩹** | ステップ 3、キャラクターごとに 1 つ:その人を専用の LoRA ブランチ、コンディショニング済みのプロンプト、シードで描き直します。単体でも LC pipe 上でも動き、接続したものは pipe より優先されます。エンジンは LC Smart Detailer と同じです。 |\n| **LC Face Crop 📐** | 単純な中央クロップではなく、顔をうまく配置したフォーマットにクロップします。Aspect Ratio Simplifier のプリセットを使います。フレーミングは最も広いものから顔のみまで。 |\n| **LC Image Blend Advance 🎚️** | レイヤーを背景に配置し(位置、スケール、回転、ミラー)、29のブレンドモードで、任意のマスクを通してブレンドします。 |\n| **LC Outpaint, Rotate, & Pad 🔄** | ノード上でドラッグして、画像を回転、クロップ、パディングします。縦/横の切り替え付き。マスクは、パディング部分と、回転で開いた角を覆います。max_megapixels でそのサイズでフレームが止まります。 |\n| **LC Krea2 AnyPaint 🩹** | AnyPaint LoRA を使った Krea 2 の inpaint と outpaint です。マスクの外側は元のまま戻り、継ぎ目も消えます。 |\n| **LC Z-Image AnyPaint 🩹** | Z-Image(Turbo / Base)用の同じ inpaint と outpaint です。LoRA の代わりに、Z-Image Fun ControlNet Union 2.1 パッチで描画します。マスクの外側は元のまま戻ります。 |\n| **LC SDXL AnyPaint 🩹** | 任意の SDXL チェックポイント(SDXL、Pony、Illustrious)用の同じ inpaint と outpaint です。ControlNet Union ProMax で描画し、Fooocus inpaint は任意です。LoRA は不要です。 |\n| **LC Flux 3 Klein AnyPaint 🩹** | Flux 3 Klein 用の同じインペイントとアウトペイント。AusBoss の Outpaint LoRA を使って edit モードで塗ります: 領域がグレーで塗りつぶされ、元の画像はそのままに、モデルがそこを埋めます。 |\n| **LC MOSS Box Edit 🖌️ (BETA)** | LC Bounding Boxes で画像にボックスを描くと、MOSS Image がそのボックスだけを、画像全体を見ながら描き直します。ボックスの外はピクセル単位でそのままです。服を変える、キャラクターや看板を足す、何かを消す、といった使い方ができます。 |\n| **LC MOSS Control 🕹️** | MOSS Image 用の ControlNet です。画像が深度マップ(ポーズ、形)やカラー領域マップに従い、それぞれに終了点があります。darask0 の Color-Depth Control アダプターを使います。 |\n| **LC Mask Refine ✨** | trimap を使ってマスクを引き締めます。エッジのバンドだけに guided filter または VITMatte を使い、before/after ワイプ付き。 |\n| **LC Normal Map (BAE) 🗺️** | BAE の surface normal map(RGB = XYZ)を作ります。ControlNet の normal_bae が作るものと同じスタイルです。 |\n| **LC Outpaint 🖌️➕** | ノード上でキャンバスの端を外側にドラッグして、グレーのキャンバスと新しい領域のマスクを作ります。max_megapixels でそのサイズで端が止まります。 |\n| **LC Person Mask 🧍** | Segformer または MediaPipe で、人物の各部分(顔、髪、体、服、アクセサリー、背景)を選択します。remove_features で肌だけのマスクになります。 |\n| **LC Remove Background ✂️** | BiRefNet で背景を除去し、RGBA の切り抜き、マスク、単色背景上の被写体を出力します。 |\n| **LC Segment Anything 🎯** | GroundingDINO + SAM または SAM 3 を使い、言葉で説明したものを選択します。エッジの refine も任意です。 |\n| **LC Smart Detailer 🩹** | SEGS / Impact の detailer の代わりになります。入力したもの(手、顔、目)を SAM 3 で見つけ、それぞれを専用のアップスケールしたクロップで描き直してから、元にブレンドします。 |\n| **LC Smart Detailer (pipe) 🩹** | 同じもので、モデル、VAE、サンプラー設定を LC pipe から取ります。接続したモデルや VAE は、pipe のものを上書きします。 |\n| **LC Touch Mask (BETA) 👆** | 1 つのものを正確にマスクします。囲むと SAM 3 がその輪郭を見つけます。タップで次に大きいものへ広がり(顔、顔 + 髪、頭、人物)、ダブルタップで 1 段戻ります。Ctrl + 描画で切り抜きます。しきい値、スムーズ、細かなエッジ仕上げを内蔵しています。 |\n| **LC VOSR2 Upscale 🧩** | VOSR 2.0 を内蔵した、高速で低 VRAM のアップスケールです。画像を描き直さずに、シャープにして細かいディテールを加えます。1.5倍〜4倍は1パス、6倍と8倍は2パスです。 |\n| **LC VOSR2 Upscale (pipe) 🧩** | pipe detailer の後ろで、LC pipe 上で動く同じものです。detailer のエリアを新しいサイズに引き継ぎ(protected 出力)、LC Skin Upscale / LC Skin Texture に渡します。 |\n\n---\n\n## LC Vision v1.6.18\n\n[github.com/lonecatone23/ComfyUI_LC_Vision_nodes](https://github.com/lonecatone23/ComfyUI_LC_Vision_nodes)\n\n| ノード | 機能 |\n|---|---|\n| **LC Vision Showrunner (BETA) 🎬** | 長い MiniMax H3 動画を CUT / CONTINUE のセグメントとして計画し、直前のセグメントが実際にどう終わったかに合わせて各つなぎ目を修正し、プロジェクトファイル(ショットリスト、リファレンス、設定)を保存/読み込みします。 |\n| **LC Vision Reviewer 🕵️ (BETA)** | 品質ゲートです: 手、顔、テキスト、アーティファクト、プロンプトとの一致、そして自分の質問について yes/no でチェックします。悪いレンダリングにフラグを立てるか、その後ろのすべてをブロックします。 |\n| **LC Vision Shot List (BETA) 📋** | Showrunner 用のストーリーを、フォームに記入するように入力します: 場所、キャスト、ショットごとに1行。セグメント数を提案し、ショットに対して長すぎるセリフを警告します。AI は使いません。 |\n| **LC Vision Storyboard Builder (BETA) 🎞️** | Showrunner の映画用の画像です。プロジェクトに足りないもの(顔、場所、アンカー)を見つけ、画像ごとにプロンプト、latent、シードを 1 つずつ作ってサンプラーに渡します。 |\n| **LC Vision Storyboard Save (BETA) 🎞️** | Storyboard Builder の画像をプロジェクトに保存します。Showrunner の 📂 Load で Reference Assembler に追加されます。 |\n| **LC Vision Storyboard Sheet (BETA) 🎞️** | ノード上の絵コンテです。画像ごとに 1 枚のカード。✅ Use で Reference Assembler に入れ、↻ で作り直し、✎ でプロンプトを変えます。配線は不要です。 |\n| **LC Vision Redirect (BETA) 🔬** | 古いワークフロー用に残してあります: LC Vision Showrunner がつなぎ目を自分で修正するようになりました。 |\n| **LC Vision Danbooru Caption 🏷️** | 1枚の画像またはラフなアイデアから、SDXL、Pony、Illustrious 用のプロンプトを作ります: 短い、または詳細なキャプション、本物の Danbooru タグ、または文章 + タグ。品質タグと、対応する negative は任意です。 |\n| **LC Vision Caption 📝** | 読み込んだ LC Vision モデル、指示、最大3枚のリファレンス画像、リファレンス動画からテキストを生成します。 |\n| **LC Vision Loader 🔬** | Qwen-VL GGUF モデルとその vision projector を読み込みます。keep_model_loaded をオフにすると、Vision ノードの処理が終わったあとにアンロードされ、画像モデルがカード全体を使えます。 |\n| **LC Vision Moviemaker 🎥** | 動画を、連続する複数のセグメントとして1回の呼び出しで計画します。各セグメントは、それだけで完結した MiniMax H3 プロンプトとして書かれます。 |\n| **LC Vision Prompt Enhancer 📝** | LC Vision のモデルで、プリセットの指示を使ってプロンプトを書き直します(テキストのみ)。LC MOSS Layout Prompt をつなぐと、ボックスはそのままでシーンとボックスを強化します。 |\n\n---\n\n## LC ModelBuilder v0.7.4\n\n[github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes](https://github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes)\n\n| ノード | 機能 |\n|---|---|\n| **LC Anima Block Merge Advanced** | Anima 版の Krea2 Block Merge Advanced です。28 ブロックにわたるカーブに加え、x embedder、timestep embedder と norm、LLM adapter、final layer のスライダーがあります。プリセット付き。 |\n| **LC Anima LoRA Block Scan** | Anima 版の Krea2 LoRA Block Scan で、アニメの顔を CCIP で採点します。 |\n| **LC Anima LoRA Editor** | Anima 版の Krea2 LoRA Editor です。操作は同じで、Anima の 28 ブロックとレイヤー種別に対応します。 |\n| **LC Anima LoRA Merge** | Anima 版の Krea2 LoRA Merge です。2〜4 個の Anima LoRA を、ブロックごとの A / B カーブで合わせます。 |\n| **LC Checkpoint Save** | オールインワンの checkpoint(model、clip、vae)を保存します。enabled トグルで保存をスキップできます。metadata: すべて保持、または必要最小限のみ(ワークフローや学習の詳細なし)。 |\n| **LC Diffusion Model Save** | clip や vae なしで、diffusion model だけを保存します。metadata のスイッチは同じです。 |\n| **LC Face Variety Scorer 🧑🤝🧑** | バッチ内の顔がどれだけ似ているかをスコア化します(0 から 1、低いほど多様)。集合写真用の crowd スコアも出ます。写真(ArcFace)またはアニメ(CCIP)モード。 |\n| **LC Fingerprint Identify 🔎** | このモデルは何でできている? fingerprint ライブラリをもとに、ブロックごとのレシピを出します: どのモデルがどの比率でマージされたか、マージされた LoRA とその strength、それぞれにどれだけ確信があるか、そしてヒートマップ。ライブラリにあるものしか名前を挙げられません。 |\n| **LC Fingerprint Library 📚** | フォルダーを巡回して、すべてのモデルと LoRA の小さな fingerprint(約 1 MB)をファミリーと一緒に保存します。一度登録すれば元のファイルは消せます。再実行では新しいものだけが追加されます。 |\n| **LC Krea2 Block Merge Advanced** | 28ブロックにわたるドラッグ可能なブロックごとの比率カーブと、名前付き領域のスライダーで、Krea2 チェックポイントをマージします。 |\n| **LC Krea2 LoRA Block Scan** | ブロックグループを1つずつオフにして、LoRA が顔を固定している場所や画像全体を変えている場所を見つけ、Editor 用のブロックカーブを提案します。 |\n| **LC Krea2 LoRA Editor** | 28ブロックそれぞれを上げ下げし、attention と MLP を別々にスケールして、スパイクを和らげた状態で Krea 2 の LoRA を読み込みます。 |\n| **LC Krea2 LoRA Merge** | 2〜4個の Krea 2 LoRA を、ブロックごとの A / B カーブ(sum または TIES)でマージします。 |\n| **LC Krea2 Semantic Vector Tuner** | 1つの Krea2 チェックポイントの重みの特定の領域を増幅または減衰させます(マージではありません)。 |\n| **LC LoRA Bake 🍞** | 最大 4 個の LoRA をモデルファイルに焼き込み、新しいモデルとして保存します。ブロックごとのカーブは任意です。ComfyUI が読めるすべての LoRA 形式を読み、レシピをファイルに書き込みます。CPU で動くので VRAM は不要です。 |\n| **LC LoRA Extract** | finetune を LoRA に変換します(finetune から base を引いたもの): 全レイヤー、ブロックのみ、またはカスタムのブロックリスト。変化のないレイヤーは含まれません。 |\n| **LC LoRA Save** | 編集またはマージした LoRA を、すべての編集を焼き込んだ標準ファイルとして保存します。新しい rank にもできます。enabled と embed_workflow のスイッチ付き。 |\n| **LC Model Fingerprint 🔍** | 1つのモデルを、重みそのものから、リファレンスと層ごとに比べます: 別の精度の同じモデル、それをベースに作られたもの、ブロックマージ(チャートでどのブロックかが分かります)、または無関係。LoRA の場合は、マージされているかどうかと、おおよその strength。 |\n| **LC Model Merge (any precision)** | 異なる精度で保存された2つのモデルをマージします(bf16 と fp8、int8、nvfp4、GGUF、どちらの順でも)。結果はフル精度のままです。 |\n| **LC Model Quantize 🗜️** | モデルの小さなコピーを保存します: fp8、mxfp8、nvfp4、int8、int4(標準のローダーで読み込めます)または GGUF の Q8_0 から Q2_K。配線した MODEL(LoRA を焼き込み済み)から、または任意のサイズのファイルから直接作れます。 |\n| **LC MOSS Block Merge Advanced** | MOSS Image のモデルを、42 レイヤーにわたるドラッグできるレイヤーごとの比率カーブでマージします。レイヤー外の部分(画像入力、プロンプト入力、timestep、modulation、final layer)にはスライダーがあります。プリセットの保存と読み込みができます。 |\n| **LC Scoreboard 🏆** | A / B テスト用の直接対決カウンターです: #1 Win、Tie、#2 Win のボタンがあり、リーダーとパーセンテージがノード上に表示されます。 |\n| **LC Strip Metadata 🧹** | すでに保存したモデルから、メタデータ(埋め込みワークフロー、学習の詳細、タイトル)を消去します。重みはバイト単位でコピーされ、読み込まれることはないので、以前とまったく同じように読み込めます。_clean コピーを書き出すか、元のファイルを置き換えます。 |\n| **LC VAE Compare** | 同じ latent を最大6つの VAE でデコードし、1:1 のディテールクロップ、シャープネスの数値、最初のものからどれだけ離れているかを並べて表示します。 |\n| **LC VAE Merge** | 同じファミリーの2つの VAE のデコーダーを、大まかな形から細かいテクスチャまでマージします。エンコーダーはベースのものが残るので、結果はそれ用のモデルにもそのまま合います。 |\n| **LC VAE Save** | VAE を models/vae に fp32、bf16、fp16 で保存します。 |\n\n---\n\"True Nothing is. Permitted Everything is\"- Yoda Auditore, Assassin's Wars",
8884 "src": "b8560e53",
8885 "srcTitle": "Total Nodes (Busy work)"
8886 },
8887 "ko": {
8888 "text": "# 전체 노드\n\n5개 팩에 걸쳐 **253개 노드**. deprecated 노드는 목록에는 있지만 개수에는 포함하지 않았습니다.\n\n| 팩 | 노드 수 | 버전 | 링크 |\n|---|---|---|---|\n| LC123 | 159 | v1.54.7 | [Repo](https://github.com/lonecatone23/ComfyUI_LC123_nodes) |\n| LC AV | 27 | v0.5.0 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_AV_nodes) |\n| LC MaskMaker | 29 | v0.29.3 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes) |\n| LC Vision | 12 | v1.6.18 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_Vision_nodes) |\n| LC ModelBuilder | 26 | v0.7.4 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes) |\n\n---\n\n## LC123 v1.54.7\n\n[github.com/lonecatone23/ComfyUI_LC123_nodes](https://github.com/lonecatone23/ComfyUI_LC123_nodes)\n\n| 노드 | 기능 |\n|---|---|\n| **CivitAI 🚩🔪** | 규정 준수 목록을 이용해 프롬프트에서 문제가 될 수 있는 용어를 제거합니다. 보조 도구일 뿐이며 (CivitAI 약관에 대한 책임은 여전히 본인에게 있습니다). 켜기 전까지는 꺼져 있습니다. |\n| **LC Advanced Folder 📂** | Image Saver 스타일 노드용으로 filename과 path 출력을 따로 만들어 줍니다. 경로 안 prefix와 timestamp는 선택 사항입니다. |\n| **LC Anima Regional Inline Canvas** | 노드 위에서 RGB 영역을 칠하면 Anima regional prompting용으로 영역별 conditioning과 마스크를 따로 얻을 수 있습니다. |\n| **LC Any Empty Bool** | 연결된 입력 중 하나라도 비어 있거나 뮤트 또는 바이패스되어 있으면 true를 출력합니다. |\n| **LC Any Empty Float** | Any Empty Bool과 같은 비어 있음 검사를 하고 empty와 not-empty float를 출력합니다. |\n| **LC Any Empty Int** | Any Empty Bool과 같은 비어 있음 검사를 하고 empty와 not-empty 정수를 출력합니다. |\n| **LC Any Index Switch** | 선택한 index의 입력을 통과시키고 나머지 슬롯은 무시합니다. |\n| **LC AnySwitch** | 2개에서 20개 입력 중 처음으로 연결된 입력을 골라 그 타입으로 고정됩니다. |\n| **LC Apply LoRA Stack 🎚️** | LC LoRA Loader Stack(또는 다른 팩)의 LORA_STACK을 model 및/또는 clip에 적용합니다. |\n| **LC Apply LUT** | models/luts의 .cube 3D LUT를 0에서 2까지의 strength로 적용합니다. 기본은 LC Crushed Blacks 0.3입니다. |\n| **LC Aspect Ratio Pipe (In/Edit)** | 이미지, 마스크, 크기, latent, 배치, 해상도를 LC_PIPE에 담거나, 기존 pipe를 편집하며 연결된 소켓만 덮어씁니다. |\n| **LC Aspect Ratio Pipe Out** | LC_PIPE의 종횡비 필드를 별도 소켓으로 풀어내고 pipe는 그대로 넘깁니다. |\n| **LC Auto White Balance** | 알고리즘 선택, strength 블렌드, before/after 와이프로 화이트 밸런스를 자동 보정합니다. |\n| **LC Basic Scheduler** | 전체 step 수에 대한 sigmas를 출력합니다 (denoise 없음). 듀얼 패스 샘플링용 LC Split Sigmas (Advanced)에 넣으려고 만들었습니다. |\n| **LC Batch Image 🖼️** | 자동으로 늘어나는 슬롯에서 이미지를 배치로 묶습니다. 뮤트되었거나 없는 것은 무시하고, 뒤의 이미지는 첫 이미지 크기에 맞춥니다. |\n| **LC Bloom** | Bloom, Pro-Mist(디퓨전 필터), Halation(필름 가장자리 글로우) 모드로 밝은 영역에서 빛 번짐을 추가합니다. |\n| **LC Boolean** | boolean, int, float를 깔끔한 true/false로 바꾸고 노드에 표시합니다. |\n| **LC Boolean Flip** | 토글의 반대 값을 출력합니다. |\n| **LC Boolean Switch** | boolean에 따라 on_true 또는 on_false 입력(모든 타입)을 선택합니다. |\n| **LC Boolean Value** | 어디에든 연결할 수 있는 단순한 boolean 토글입니다. |\n| **LC Bounding Boxes 🔲** | Flux 3나 MOSS Image용으로 그림 위에 박스를 그립니다. 박스마다 이름을 붙이고 new, change, move, remove 중에서 고른 뒤 결과를 설명합니다. MOSS에서는 박스를 캐릭터로 만들어 전용 팔레트를 줄 수 있습니다. 클래식과 Nodes 2.0 모두에서 작동합니다. |\n| **LC Bypass Relay** | 왼쪽의 노드들을 모아서, 허브가 OPT_CONNECTION을 통해 전부 한꺼번에 뮤트 또는 바이패스할 수 있게 합니다. |\n| **LC Bypasser Panel** (JS only) | LC Bypasser, LC Mute, LC Groups Bypasser를 위한 위젯 전용 리모컨입니다. |\n| **LC Bypasser** (JS only) | 토글이나 BOOLEAN 입력으로 연결된 노드들을 한곳에서 바이패스합니다. |\n| **LC Chromatic Aberration** | RGB 채널을 어긋나게 옮겨서 렌즈 색수차를 흉내 냅니다. 채널별 픽셀 양과 방향을 정할 수 있습니다. |\n| **LC Color Match 🎨** | 이미지의 색을 레퍼런스에 맞춥니다 (AdaIN / mean-std). 피부 보호와 마스크는 선택 사항입니다. |\n| **LC Combo Selector** | 다른 노드의 combo(sampler, scheduler 등)에 연결하면 그 옵션을 그대로 반영하는 드롭다운입니다. |\n| **LC Control Panel 🎛️** | 노드 하나에 최대 16개의 슬라이더와 on/off 스위치가 있고, 각각 별도의 출력을 가집니다. 행의 톱니바퀴로 타입(숫자 또는 boolean), 이름, 범위, step, INT 또는 FLOAT를 설정합니다. 숫자나 boolean 입력에 연결한 새 행은 그 입력의 설정을 복사합니다. |\n| **LC Custom Combo** | 나만의 옵션 목록을 만들고, 선택한 텍스트와 그 index를 출력합니다. |\n| **LC Custom Combo Panel** | 다른 곳에서 LC Custom Combo의 선택을 고르는 리모컨입니다. |\n| **LC Denoise 💉** | 샘플러에 주는 것과 같은 denoise 값으로, 1에서 denoise 값을 뺀 만큼의 비율로 latent 노이즈를 주입합니다. |\n| **LC Depth FX 🌫️** | depth map으로 대기 안개, 빛 감싸기, 진짜 보케가 있는 피사계 심도를 만들며 공용 룩을 지원합니다. |\n| **LC Detail Daemon (BETA)** | 원래 Detail Daemon 스케줄에 따라 일부 steps 구간 동안 모델에게 노이즈를 조금 숨겨서 세밀한 디테일을 추가합니다. Look only(기본값), classic, keep structure 모드가 있습니다. 샘플러 버전이며 low pass 샘플러에 연결합니다. |\n| **LC Detail Daemon (model) (BETA)** | 같은 Detail Daemon을 model patch로 만든 버전으로, 일반 KSampler용입니다. |\n| **LC Detail Pipe Out** | LC_PIPE에서 디테일러 설정(모델, 프롬프트, seed, cfg, sampler, scheduler, steps)을 풀어냅니다. protect_mask (맨 아래): pipe 디테일러가 다시 그린 영역. |\n| **LC Dimension Resize 📐** | width와 height에 하나의 값을 더하거나, 빼거나, 곱하거나, 나누고 결과를 정수로 반올림합니다. |\n| **LC Directional Blur** | 노드의 화살표를 드래그해서 정한 각도와 길이로 모션 블러를 줍니다. |\n| **LC Dynamic Overlay** | 이미지 A 위에 이미지 B를 겹치고, 한 번 실행한 뒤 다시 생성하지 않고 노드에서 불투명도를 조절할 수 있습니다. |\n| **LC Easy Folder 📂** | 기본 Save Image 노드용 filename_prefix를 만들고 폴더를 생성합니다. |\n| **LC Film Grain** | amount, contrast, size, 모노 또는 컬러 옵션으로 필름 그레인을 추가합니다. |\n| **LC Film Grain (Video) 🎞️** | 클립 전체에 같은 그레인을 입힙니다: GPU에서 몇 프레임씩, 진행 막대와 함께. 그레인 크기가 영상에 맞춰져서 압축해도 살아남습니다. |\n| **LC Film Stock (B&W)** | 프리셋과 strength 블렌드로 흑백 필름 룩을 줍니다. |\n| **LC Film Stock (Color)** | 프리셋(toe, shoulder, gamma)과 strength 블렌드로 컬러 필름 룩을 줍니다. |\n| **LC Float Compare** | 두 float 중 큰 쪽 또는 작은 쪽을 출력합니다. |\n| **LC Flux 3 Layout Prompt 🗺️** | 모델이 학습된 표 형식으로 박스를 Flux 3 프롬프트에 추가합니다. 프롬프트에 <1>, <2>라고 쓰면 박스 1, 박스 2를 가리킵니다. |\n| **LC Flux 3 Reference Latent 🖼️** | Flux 3용 레퍼런스 그림을 최대 4장까지 positive와 negative에 붙이고, 모델이 필요로 하는 negative와 latent 크기를 만들어 줍니다. |\n| **LC Get Image 📐** | 이미지의 width, height, 메가픽셀, 긴 변, 배치 크기, 종횡비를 읽어옵니다. |\n| **LC Groups Bypasser** (JS only) | 그룹마다 토글 하나로 전체 그룹을 한곳에서 바이패스합니다. |\n| **LC Image Adjust** | 기본 컬러 그레이드(hue, saturation, brightness, contrast)와 약한 샤픈 또는 소프트닝. |\n| **LC Image Batch From Folder 📂** | 폴더 전체를 알파벳순으로 하나의 배치로 불러오며, max_images와 start_index를 지원합니다. |\n| **LC Image Compare 🔎** | 컴팩트한 드롭다운과 고정된 이미지 영역으로 대량의 이미지 배치를 비교합니다. |\n| **LC Image Crop 🖼️🔪** | 노드 위에서 박스와 핸들을 드래그해 크롭하며, 종횡비 고정은 선택 사항입니다. |\n| **LC Image Denoise** | blur strength, 엣지 보존, 블렌드를 갖춘 스마트 디노이즈. |\n| **LC Image Desaturate** | factor와 휘도 방식으로 흑백 쪽으로 채도를 낮춥니다. |\n| **LC Image Grid 🖼️** | 이미지 배치를 격자로 배열하며, gap, 윤곽선, 테두리는 선택 사항입니다. |\n| **LC Image Label** | 워크플로에 주석을 다는 떠다니는 이미지 스티커입니다. 드래그 앤 드롭으로 업로드합니다(소켓 없음). |\n| **LC Image Pass** | 이미지를 그대로 통과시킵니다. 끄면 다음 노드는 그 입력에서 아무것도 받지 않고, 그것 없이 실행됩니다. |\n| **LC Image Ref Pipe In 🖼️** | 최대 16개의 레퍼런스 이미지를 하나의 pipe로 묶습니다. 소켓은 Text Encode Qwen Image 2.1처럼 늘어납니다. |\n| **LC Image Ref Pipe Out 🖼️** | 이미지 ref pipe를 원래 슬롯 그대로 image_1에서 image_16으로 풀어내며, pipe가 먼저 나옵니다. |\n| **LC Image RGB** | 각 컬러 채널을 따로 오프셋하며 전체 strength가 있습니다. |\n| **LC Image Split 🖼️** | 노드 위의 전/후 비교 와이프이며, 출력은 저장용으로 구워진 분할 이미지입니다. 구분선의 너비와 색은 직접 정할 수 있습니다. |\n| **LC Image Stitch Multi 🖼️🪡** | 자동으로 늘어나는 슬롯의 이미지를 나란히 또는 위아래로 이어 붙입니다. 크기 맞춤, 정렬, 선택적 gap을 지원합니다. |\n| **LC Image to Total Megapixels 📐** | 이미지를 총 메가픽셀 수에 맞게 스케일하고 결과 해상도를 출력합니다. |\n| **LC Image-Mask Resize 📐** | 이미지 및/또는 마스크를 프리셋, 사용자 지정 크기, 배수, 메가픽셀 수로 리사이즈하며, divisible_by의 배수로 맞춥니다. |\n| **LC Int Compare** | 두 정수 중 큰 쪽 또는 작은 쪽을 출력합니다. |\n| **LC Int Split** | 합계를 분할 비율에 따라 a + b로 나누므로 a + b는 항상 합계와 같습니다. |\n| **LC Invert Boolean** | boolean, int, float를 변환하고 반대 값을 출력합니다. |\n| **LC Is Bypassed / Muted** | 연결된 노드가 바이패스 또는 뮤트되어 있으면 true를 출력하며, 큐에 넣지 않고도 실시간으로 읽습니다. |\n| **LC Join Strings 🔗** | 여러 문자열을 구분자로 이어 붙이며 빈 것은 건너뜁니다. |\n| **LC Krea2 Regional Inline Canvas** | 노드 위에서 RGB 영역을 칠하면 krea2 CLIP 타입으로 regional conditioning을 얻을 수 있습니다. |\n| **LC Label 🏷️** | 워크플로에 주석을 다는 떠다니는 텍스트 라벨입니다. 폰트, 색상, 외곽선, 그림자를 지원합니다(소켓 없음). |\n| **LC Last Image Holder** | 연결을 끊은 뒤에도 마지막으로 생성된 이미지를 보관해 전/후 비교를 할 수 있습니다. Hold until seed change는 seed의 첫 이미지를 유지해서 수정한 결과를 비교할 수 있게 합니다. |\n| **LC Lens FX (deprecated)** | 검색에서 숨겨져 있습니다. 예전 워크플로는 계속 실행됩니다. 대신 Lens Profile, Vignette, Film Grain을 쓰세요. |\n| **LC Lens Profile** | 이름이 붙은 렌즈 프로파일을 조절 가능한 strength로 적용하거나 보정합니다. |\n| **LC Lift Gamma Gain** | lift, gamma, gain, offset으로 섀도, 미드톤, 하이라이트를 그레이딩합니다. |\n| **LC Lighting Control V2 🔦** | 스팟 또는 태양광 1~2개, 따뜻함, 컬러 젤, 하드 또는 소프트 그림자로 이미지를 리라이트합니다. |\n| **LC Lighting Control 🔦 (deprecated)** | 예전 워크플로우에서는 계속 작동합니다. 대신 LC Lighting Control V2를 쓰세요. |\n| **LC LoRA Loader Stack 🎚️** | LC LoRA Loader와 같은 LoRA 목록을 만들어 LORA_STACK으로 출력합니다. |\n| **LC LoRA Loader 🎚️** | 노드 하나에서 원하는 만큼의 LoRA를 적용하며, 행마다 enable, strength, 드래그로 순서 변경이 있습니다. |\n| **LC LoRA Loader (single) 🎚️** | LC LoRA Loader 한 줄(켜기/끄기, 폴더 선택기, 강도, Info)로, turbo나 스타일 LoRA를 따로 한 자리에 둡니다. 모델 전용이며 줄 추가나 삭제는 없습니다. |\n| **LC Mask Pass** | 마스크를 통과시킵니다. 끄면 다음 노드는 마스크 없이 실행됩니다. 마스크를 만드는 노드를 바이패스하는 대신 이것을 쓰세요. |\n| **LC MiniMax H3 Pipe** | MiniMax H3의 프롬프트, 레퍼런스, 설정을 담은 H3 pipe를 만들거나 편집합니다. |\n| **LC MiniMax H3 Pipe Out** | LC MiniMax H3 pipe를 별도 소켓으로 풀어냅니다. |\n| **LC MiniMax H3 Pipe Out V2** | H3 pipe V2를 풀어내며 prompt, steps, cfg, seed, sampler, scheduler 출력이 추가됩니다. |\n| **LC MiniMax H3 Pipe V2** | prompt, steps, cfg, seed, sampler, scheduler도 함께 담는 H3 pipe V2를 만들거나 편집합니다. |\n| **LC Model Info ℹ️** | MODEL을 아무거나 연결하세요: 와이어를 따라 업스트림(LoRA 로더, 머지, LC Model Optimizer)으로 올라가며 각 파일의 헤더만 읽습니다. 저장 노드가 구워 넣은 워크플로우(베이스 모델, strength가 있는 LoRA, 머지), Kohya 학습 정보와 트리거 태그, 카드 필드, GGUF 타입을 보여 줍니다. 노드에서 실시간으로 확인되며 큐에 넣을 필요가 없습니다. 모델은 그대로 통과합니다. |\n| **LC Model Optimizer (pipe) ⚡** | LC Model Optimizer와 같고 LC_PIPE 출력이 추가됩니다 (model 2는 Ideogram 4의 두 번째 모델을 담습니다). |\n| **LC Model Optimizer Video (pipe) ⚡** | LC Model Optimizer Video와 같고 LC_PIPE 출력이 추가됩니다 (vae 2는 오디오 VAE를 담습니다). |\n| **LC Model Optimizer Video ⚡** | 비디오 버전입니다. MiniMax H3와 LTX 2.5 / 2.3용으로 모델, 텍스트 인코더, 비디오와 오디오 VAE, latent 업스케일러를 불러옵니다. H3에서는 Spectrum과 Veda가 설치되어 있으면 켤 수 있습니다(spectrum / veda 위젯). |\n| **LC Model Optimizer ⚡** | 카드에 맞는 모델, 텍스트 인코더, VAE를 그 카드에서 통하는 가속과 함께 불러옵니다. 첫 실행 때 추천 파일을 내려받습니다. Krea 2(Turbo와 Raw), SDXL, Illustrious, Pony 등을 지원하고, 그 밖의 모델은 Custom으로 쓸 수 있습니다. MOSS Image와 Krea 2에는 Spectrum이 내장되어 있습니다(spectrum 위젯으로 끌 수 있음). |\n| **LC MOSS Layout Prompt 🗺️** | 박스를 MOSS Image의 레이아웃 프롬프트로 바꿉니다. 물체, 캐릭터, 텍스트가 각자의 캡션과 팔레트를 가지고 그린 자리에 그대로 놓입니다. 캔버스(단일, 멀티 패널, 콜라주), 매체 태그와 팔레트를 더하고, 박스를 그린 크기를 출력합니다. |\n| **LC Mute** (JS only) | LC Bypasser처럼 작동하지만, Off로 하면 연결된 노드를 바이패스하는 대신 뮤트합니다. |\n| **LC Natural Look 🍃** | AI 느낌을 걷어냅니다. 가장 튀는 색만 눌러 주고, 주황빛 피부와 플라스틱 같은 피부를 차분하게 하고, 하이라이트를 부드럽게 굴리고, 번들거리는 광택을 줄이고 미세한 질감을 살립니다(밋밋한 피부는 제외). 블랙 포인트, 대비, 밝기는 그대로 두고 아주 약한 그레인을 더합니다. |\n| **LC Negative** | negative 프롬프트 텍스트 박스. |\n| **LC Node Snapshot 📋** | 다른 노드의 위젯을 읽어서 선택한 값, 모든 줄, 또는 JSON을 출력합니다. |\n| **LC Note 📝** (JS only) | 클릭하면 LC Vision을 통해 ComfyUI의 14개 언어로 번역되는 마크다운 노트이며, @[card](link) 줄은 링크 카드로 표시합니다. |\n| **LC Notify 🔊** | 노드가 실행될 때 선택한 소리를 재생합니다 (항상, 큐가 비었을 때, 또는 안 함). |\n| **LC Phone Filters 📱** | 37가지 폰 앱 필터 프리셋(1977, Aden, Brooklyn 등)과 strength, 노드 위 와이프. |\n| **LC Photo Style 📷** | 스타일 프리셋, 슬라이더, strength 블렌드로 이미지에 폰 카메라 룩을 줍니다. |\n| **LC Pipe (in/edit)** | 값을 LC_PIPE에 담거나, 기존 pipe에 오버라이드를 합칩니다. |\n| **LC Pipe Combine** | 두 번째 pipe로 맨 위 pipe를 편집합니다: edit pipe가 가진 것은 맨 위 pipe를 덮어쓰고, 나머지는 그대로 따라갑니다. |\n| **LC Pipe Out** | LC_PIPE를 개별 소켓으로 펼치고 pipe는 그대로 넘깁니다. protect_mask (맨 아래): pipe 디테일러가 다시 그린 영역. |\n| **LC Preview Image 🖼️** | 이미지를 미리 보여주며, 아무것도 들어오지 않아도 오류 없이 조용히 있습니다. |\n| **LC Preview Mask 🎭** | 마스크를 미리 보여주며, 아무것도 들어오지 않아도 오류 없이 조용히 있습니다. |\n| **LC Prompt to Conditioning + Zero** | 프롬프트를 conditioning으로 인코딩하고, negative용으로 0으로 만든 사본도 함께 출력합니다. |\n| **LC Reference Latent** | conditioning에 최대 8개의 레퍼런스 latent를 붙입니다. 여러 개를 이어 붙이면 더해집니다. |\n| **LC RTX Super Resolution ⚡** | 사진이나 영상 프레임에 NVIDIA RTX Video Super Resolution을 적용합니다: 최대 4배 업스케일, 깨끗한 원본 업스케일, denoise 또는 deblur. 품질 LOW에서 ULTRA, 배율 또는 메가픽셀, strength. nvidia-vfx가 없으면 Install RTX support 버튼이 나타납니다. |\n| **LC Sampler Configure** | 듀얼 패스 샘플러 설정의 중앙 관리: steps, swap 지점, detailer steps, denoise, CFG들, sampler, scheduler. |\n| **LC Sampler Configure (pipe)** | 선택적 pipe 입력과 pipe 출력이 있는 듀얼 패스 샘플러 설정. |\n| **LC Sampler Configure Pipe Out** | LC_PIPE를 sampler configure 소켓들과 latent로 풀어냅니다. |\n| **LC Sampler Configure Simple** | CFG 하나, step swap 없는 싱글 패스 샘플러 설정. |\n| **LC Sampler Configure Simple (pipe)** | LC_PIPE에서 읽고 LC_PIPE에 쓰는 단순 샘플러 설정. |\n| **LC Sampler Scheduler ⚙️** | sampler와 scheduler를 한 번만 고르고 모든 KSampler에 연결해서 한꺼번에 바뀌게 합니다. |\n| **LC Save Image 💾** | 워크플로 메타데이터와 함께 이미지를 저장하며, LC Save Metadata와 함께 쓰면 CivitAI 파라미터도 저장합니다. |\n| **LC Save Metadata 🏷️** | LC Save Image가 기록할 메타데이터(모델, AIR 또는 URL, 설정)를 만듭니다. |\n| **LC Seed Jump 🌱** | seed와 jump 값을 받아 seed와 연속된 5번의 jump 결과를 출력합니다. |\n| **LC Sharpen Pro** | 흐릿함을 되돌립니다(디컨볼루션). 질감과 선명도, 헤일로 제어, 피부 보호 포함(LC Skin Master의 skin_mask는 선택). 사진, 라인 아트, 애니메, 일러스트용 프리셋이 있습니다. |\n| **LC Show Any 🔤** | 어떤 값이든 노드에 표시하고 타입을 바꾸지 않고 그대로 통과시킵니다. |\n| **LC Show Text 🔤** | 문자열을 노드에 표시하고 넘깁니다. |\n| **LC Sigma Curve** | 노드 위에 커스텀 sigma 곡선을 그리고, 저장하고, 재사용합니다. |\n| **LC Sigma Resample** | 시작과 끝 sigma는 유지하면서 sigma 곡선을 새 step 수로 리샘플링합니다 (LCChangeStepCount로도 등록됨). |\n| **LC Sigmas (BETA)** | 한 패스와 두 패스 샘플링용 하나의 scheduler: 그래프를 드래그해서 휠 수 있는 sigma 곡선 프리셋(base, beta, flowmatch, hyperbolic, gaussian, 저장한 곡선), step swap, denoise, 두 번째 패스의 continue 또는 renoise, sigma shift. 일반 샘플러 이름과 RES4LYF / ClownShark 샘플러 이름을 지원합니다. |\n| **LC Size Pad 📐** | 가로 x 세로를 위한 2D 슬라이더: 프레임의 모서리를 드래그하세요. 모델 프리셋(MiniMax H3, Krea 2, SDXL, LTX, Klein 9B, Wan 2.2)은 모델의 step에 맞춰 스냅되고 메가픽셀 한도에서 멈춥니다. 종횡비 잠금과 세로 / 가로 전환이 있습니다. |\n| **LC Skin Beauty ✨** | 프리셋으로 LAB에서 피부를 차갑게, 밝게, 고르게 보정하며 하이라이트를 보호하고 마스크는 선택 사항입니다. GPU 또는 CPU에서 실행됩니다. |\n| **LC Skin Master ✨ (BETA)** | 피부 처리 체인 전체를 하나의 노드에, 얼굴을 인식한 하나의 피부 맵 위에서 처리합니다. 거칠기, 모공, 잡티, 주름, 주근깨, 눈, 피부 톤과 색을 각각 한 번씩 처리합니다. 가벼운 정리부터 플라스틱 피부 복원, 세월감 있는 피부와 햇볕에 그을린 피부까지 프리셋이 있습니다. Sharpen Pro용 피부 마스크를 출력합니다. |\n| **LC Skin Texture ✨ (BETA)** | 너무 매끈하게 나온 피부에 실제 피부 사진에서 가져온 진짜 모공 질감(미세한 요철만, 색은 제외)을 추가합니다. 선택적 protect_mask로 디테일러 영역은 건드리지 않습니다. |\n| **LC Skin Upscale** | 마스크된 피부 영역만 CNN 모델로 업스케일하고 다시 블렌딩합니다. 선택적 protect_mask로 디테일러 영역은 건드리지 않습니다. |\n| **LC Slider** | 노드 앞면의 슬라이더로 int 또는 float를 출력합니다. |\n| **LC Speed Boost (BETA) 🚀** | 샘플링이 약 2배 빨라지고(SDXL / Pony / Illustrious에서는 약 1.4배) 품질은 같습니다. 그림이 절반 크기로 시작해서 중간에 전체 크기로 커집니다. 하이 패스 샘플러에 연결하세요. MOSS Image에서는 작동하지 않습니다. |\n| **LC Speed Boost 🚀 KSampler (BETA)** | Speed Boost가 내장된 KSampler입니다. 입력은 같고, 다른 샘플러에 이어 쓸 수 있도록 start / end at step이 추가됐습니다. ClownShark (RES4LYF) 샘플러를 지원합니다. |\n| **LC Split Sigma Scheduler** | 듀얼 모델 SamplerCustomAdvanced를 위해 두 모델 사이에서 sigmas를 나눕니다. |\n| **LC Split Sigmas (Advanced)** | swap step에서 sigma 곡선을 high와 low 두 세트로 나눕니다. |\n| **LC Stop 🛑** | 켤 수 있는 큐 중단점. 재생 버튼(또는 Run)은 같은 시드로 이어서 실행하므로 스톱 위쪽은 모두 캐시에서 옵니다. |\n| **LC Text Overlay** | 드래그로 위치를 정하고 폰트 크기와 색을 지정해서 이미지에 텍스트를 그립니다. |\n| **LC Text Remove 🔪** | 텍스트에서 최대 20개의 부분 문자열을 순서대로 제거합니다. |\n| **LC Text Replace ✂️** | 텍스트에 최대 20개의 찾아 바꾸기 쌍(정규식 선택)을 실행합니다. |\n| **LC Timer ⏱️** | 모든 실행 시간을 재고, 가장 최근 실행을 직전 5번과 비교해 점수를 매깁니다. 빠르면 초록, 느리면 빨강입니다. 최근 10번의 실행을 나열합니다. 중단된 실행과 전부 캐시된 실행은 제외됩니다. |\n| **LC Tone Match** | 이미지의 세밀한 디테일은 유지하면서 레퍼런스의 전체적인 조명과 색을 가져옵니다. 마스크는 선택 사항입니다. |\n| **LC Vibrance** | 스마트 채도(vibrance)에 선택적인 일반 채도와 피부 보호를 더했습니다. |\n| **LC Vignette** | 이미지 가장자리를 어둡게 또는 밝게 합니다. |\n| **LC VRAM Cache Clear** | 실행될 때 GPU와 모델 캐시를 비우는 통과 노드이며, 뒤에 아무것도 없는 독립 브랜치에서도 작동합니다. |\n| **LC Watermark 💧** | 드래그로 위치를 정하는 워터마크 이미지를 합성하며 크기와 불투명도를 실시간으로 조절합니다. 투명 PNG는 watermark_mask를 통해 투명도가 유지됩니다. |\n| **LC Weighted Prompt ⚖️** | 단어마다 가중치를 주는 프롬프트 상자입니다. 단어를 클릭하고 슬라이더를 움직입니다(1보다 크면 초록색에 숫자 표시, 작으면 빨간색, 0 미만이면 빠짐). 상자에 직접 입력하거나 프롬프트를 연결해서 여기서 편집합니다. block(on change, always, never)이 어느 쪽을 쓸지 정합니다. Krea 2(기본, Image Reference Edit, Identity Edit, ControlNet)와 CLIP 모델에서 작동합니다. |\n| **LC Widget To String** | 다른 노드의 위젯을 문자열로 읽어옵니다. |\n| **LC ✂️ Duplicate Tags 🏷️** | 중복된 태그를 제거해서 가중치가 두 배가 되지 않게 합니다 (long_hair = (long hair:1.2)). 선택적 두 번째 프롬프트로 두 개를 합쳐서 함께 정리할 수 있습니다. |\n| **LC 🚦** | boolean용 신호등: true일 때 한 색, false일 때 한 색(또는 없음). 색은 톱니바퀴 뒤에 있습니다. |\n| **Prompt** | 프롬프트 텍스트 상자입니다 (예전 이름은 LC Positive). Vision Assistant가 다른 팩의 텍스트 상자 대신 이걸 넣어 주며, 상자가 negative로 들어갈 때는 LC Negative를 넣습니다. |\n| **Prompt to Conditioning** | 텍스트 프롬프트를 CLIP conditioning으로 인코딩합니다. |\n| **🌱LC Seed** | 이 노드만 큐에 넣어도 작동하는 모드가 있는 유틸리티 seed. |\n| **🎨LC Color Palette** | 프리셋이나 이미지에서 4~6색 팔레트를 골라 프롬프트에 사용합니다. |\n| **🎲LC Wildcard** | wildcard 텍스트 파일에서 무작위로 한 줄을 고릅니다. |\n| **📐 LC Aspect Ratio Simplifier** | 이미지 및/또는 마스크를 목표 크기로 리사이즈하고 image, mask, size, empty latent, batch를 출력합니다. |\n| **📐 LC Aspect Ratio Simplifier (pipe)** | Aspect Ratio Simplifier와 같고 Get/Set용 pipe 출력이 추가됩니다. |\n| **📝 LC Save Text** | 텍스트 문자열을 output 폴더의 파일에 씁니다. |\n| **🗒️LC Camera** | 거리와 앵글 프리셋으로 프롬프트의 카메라 프레이밍과 피사계 심도를 설정합니다. |\n| **🗒️LC Lighting** | 프리셋과 직접 쓴 메모로 프롬프트의 조명 스타일과 방향을 설정합니다. |\n| **🗒️LC Scene Builder** | 장면 프리셋과 오브젝트로 장면 설명을 만듭니다. |\n| **🗒️LC Style Selector** | 프롬프트용 스타일 프리셋(과 품질 레벨)을 고르고 직접 쓴 메모를 추가합니다. |\n| **🗒️LC Subject** | 자유 텍스트와 포즈, 동작, 의상, 배치 옵션으로 프롬프트의 피사체를 묘사합니다. |\n| **🗒️LC Subject Array** | 여러 subject 출력을 한 줄로 합칩니다. |\n| **🧩LC Prompt Assembler** | 프롬프트 빌더 조각들(subject, camera, lighting, style, scene)을 하나의 프롬프트 또는 JSON으로 조립합니다. |\n\n---\n\n## LC AV v0.5.0\n\n[github.com/lonecatone23/ComfyUI_LC_AV_nodes](https://github.com/lonecatone23/ComfyUI_LC_AV_nodes)\n\n| 노드 | 기능 |\n|---|---|\n| **LC Audio Channel 🎚️** | 스테레오 오디오를 왼쪽과 오른쪽으로 나누고, 모노는 양쪽에 복제합니다. |\n| **LC Audio Crop ✂️** | 시작 시간부터 끝 시간까지(MM:SS) 오디오를 자릅니다. |\n| **LC Audio Duration ⏱️** | 오디오 길이를 초와 분으로, int와 float로 출력합니다. |\n| **LC Audio EQ 3-Band 🎛️** | low shelf, peaking mid, high shelf로 이루어진 3밴드 이퀄라이저. |\n| **LC Audio Separate 🎼** | Hybrid Demucs로 오디오를 Bass, Drums, Other, Vocals 스템으로 분리합니다. |\n| **LC Audio Volume 🔊** | 슬라이더로 오디오 볼륨을 바꾸고, 게인 후에 소프트 클리핑합니다. |\n| **LC AV Pipe (in/edit) 🎬** | 비디오, 오디오, 설정을 담은 LC_AV_PIPE를 만들거나 편집합니다. |\n| **LC AV Pipe Out 🎬** | LC_AV_PIPE를 슬롯으로 풀어내고 av_pipe는 그대로 넘깁니다. |\n| **LC Create Video 🎬** | 이미지 배치에서 LC_AV_PIPE를 만듭니다 (파일로 인코딩하지는 않습니다). |\n| **LC Final Frame 🖼️** | 이미지 배치의 마지막 프레임을 출력합니다. |\n| **LC Frame Interpolate 🎞️** | RIFE 4.26으로 움직임을 부드럽게: 2배뿐 아니라 원하는 프레임 레이트로, 진행 표시줄이 나옵니다. 하드 컷은 유지하고 영상을 소리에 맞춥니다. |\n| **LC Get Latent Size 📐** | latent의 픽셀 width와 height를 읽고, 비디오 latent는 배치와 프레임도 읽습니다. |\n| **LC H3 Audio Sync (BETA) 🎤** | H3 영상이 모델이 지어낸 소리 대신 내 트랙(노래, 대사 한 줄)을 연기하게 만듭니다. |\n| **LC H3 Make (BETA) 🎥** | LC H3 Story의 샷을 만듭니다: 다음 샷을 만들고 샘플링해서 저장합니다(테이크, 다음 샷이 시작하는 꼬리, 이어 붙인 영상). |\n| **LC H3 Save to Story (BETA) 🃏** | 그림을 Story 카드나 샷의 시작 / 끝 프레임에 바로 넣습니다. 캐스트, 의상, 소품 그림은 잘라내서 단색 회색 배경에 올립니다. |\n| **LC H3 Shot Card (BETA) 🎞️** | 어떤 이미지 모델로든 만드는 스토리보드 프레임: 한 샷의 시작 또는 끝 프레임 프롬프트, 블로킹 박스, 배경, 캐스트 그림. |\n| **LC H3 Story (BETA) 🎬** | 영상 전체를 노드 하나에: 캐스트, 의상, 장소, 소품, 샷. 각 샷의 텍스트가 그대로 H3에 들어가고, 렌더 전에 경고해 줍니다. |\n| **LC H3 Story Card Prompt (BETA) 📝** | Story의 캐스트, 의상, 장소, 소품 카드를 어떤 이미지 모델에서든 쓰는 프롬프트와 빈 latent로 바꿔서 카드에 그림을 만들어 줍니다. |\n| **LC H3 Ultimate Upscale (BETA) 🔭** | 일반 MiniMax H3 워크플로우용으로, MMH3 Ultimate Upscale을 한 노드에 담았습니다: H3 latent 업스케일러와 가벼운 타일 H3 패스. |\n| **LC H3 Upscale (BETA) 🔭** | 컷이 확정되면, Run 한 번에 긴 영상의 세그먼트 하나를 저장된 latent에서 업스케일합니다. |\n| **LC Load Audio 📂** | input 폴더에서 오디오를 불러오며, 시작과 끝 트림과 미리듣기 플레이어가 있습니다. |\n| **LC Load Video 🎞️** | 영상을 있는 그대로 불러옵니다: 모든 프레임을 원래 크기로, 소리와 원래 프레임 속도도 함께. 크기 조정이나 프레임 건너뛰기는 없습니다. |\n| **LC Pipe → AV Pipe 🔌** | LC_PIPE 또는 MiniMax H3 pipe를 LC_AV_PIPE로 변환하며, 공통 필드만 복사합니다. |\n| **LC Preview Video 📺** | 노드에서 영상을 재생합니다. 파일이든 소리가 있는 프레임 묶음이든 됩니다. 출력 폴더에는 아무것도 저장되지 않습니다. |\n| **LC Save Video Metadata 🏷️** | LC Save Metadata와 같은 메타데이터를 LC Save Image 또는 LC Save Video용으로 만듭니다. |\n| **LC Save Video 💾** | Video Combine 스타일 옵션(프레임 레이트, 루프, 포맷, pingpong, crf, pix_fmt, 오디오)으로 비디오를 저장합니다. |\n| **LC VAE Decode 🧩** | full과 tiled 디코딩을 전환할 수 있는 VAE Decode. |\n\n---\n\n## LC MaskMaker v0.29.3\n\n[github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes](https://github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes)\n\n| 노드 | 기능 |\n|---|---|\n| **LC 360 View 🧭** | 360 파노라마에서 평면 카메라 뷰를 뽑아냅니다. 노드 위에서 드래그해 방향을 잡고, name: yaw, pitch, fov 형식으로 뷰를 나열하면 전부 한 배치로 받습니다. 파노라마 하나로 한 장면의 모든 샷이 같은 방이 됩니다. |\n| **LC Auto Adjust 🔆** | 원클릭 자동 레벨(채널별, 휘도, 채도, 모노), 트림, strength 블렌드, 선택적 마스크. |\n| **LC Character Detailer (BETA) 🩹** | 캐릭터 한 명용 LC Smart Detailer입니다. SAM 3가 일치하는 것을 모두 찾은 뒤, 고른 하나만 다시 그립니다(왼쪽에서 오른쪽, 가장 큰 것, 또는 LC Bounding Boxes 박스 안의 것). 캐릭터마다 자기 LoRA 브랜치와 디테일러를 주면 캐릭터 LoRA가 다른 얼굴로 번지지 않습니다. |\n| **LC Character Detailer (pipe) (BETA) 🩹** | 같은 노드를 LC pipe의 모델, VAE, 샘플러 설정으로 씁니다. 연결한 모델이 pipe의 모델보다 우선합니다. |\n| **LC Create Mask 🖼️✏️** | 포인트나 자유형 연필로 노드 위에 바로 마스크를 그리며, feather, invert, 불투명도가 내장되어 있습니다. |\n| **LC Depth Anything V2 🌊** | Depth Anything V2 depth map(밝을수록 가까움)을 이미지와 마스크로 만듭니다. 모델 목록은 어느 컴퓨터에서나 똑같이 보입니다. |\n| **LC Detail Finder (BETA) 🎯** | 캐릭터별 디테일러 1단계: SAM 3가 일치하는 것을 한 번에 모두 찾습니다(모든 얼굴). face, hair로 하면 얼굴마다 자기 머리카락이 붙습니다. |\n| **LC Detail Sorter (BETA) 🔢** | 2단계: SAM 3 마스크를 순서대로 정렬하고(왼쪽에서 오른쪽, 오른쪽에서 왼쪽, 위에서 아래, 큰 순서) 출력 1~8로 나눕니다. 미리보기에 번호가 표시됩니다. |\n| **LC Detailer For Each (BETA) 🩹** | 3단계, 캐릭터마다 하나: 그 사람을 자기 LoRA 브랜치, conditioning된 프롬프트, 시드로 다시 그립니다. 단독으로도 LC pipe 위에서도 작동하며, 연결한 것이 pipe보다 우선합니다. LC Smart Detailer와 같은 엔진입니다. |\n| **LC Face Crop 📐** | 무작정 가운데를 자르는 대신 얼굴이 잘 배치되도록 포맷에 맞게 크롭하며, Aspect Ratio Simplifier 프리셋을 사용합니다. 프레이밍은 가장 넓게부터 얼굴만까지. |\n| **LC Image Blend Advance 🎚️** | 배경 위에 레이어를 배치하고(위치, 스케일, 회전, 미러) 선택적 마스크를 통해 29가지 블렌드 모드로 합성합니다. |\n| **LC Outpaint, Rotate, & Pad 🔄** | 노드 위에서 드래그해 그림을 돌리고, 자르고, 패딩합니다. 세로 / 가로 전환이 있습니다. 마스크는 패딩과 회전으로 생긴 모서리를 덮습니다. max_megapixels가 프레임을 그 크기에서 멈춥니다. |\n| **LC Krea2 AnyPaint 🩹** | AnyPaint LoRA를 이용한 Krea 2 inpaint와 outpaint. 마스크 바깥은 정확히 원래대로 돌아오고 이음매도 사라집니다. |\n| **LC Z-Image AnyPaint 🩹** | Z-Image(Turbo / Base)용 같은 inpaint와 outpaint로, LoRA 대신 Z-Image Fun ControlNet Union 2.1 patch로 칠합니다. 마스크 바깥은 정확히 원래대로 돌아옵니다. |\n| **LC SDXL AnyPaint 🩹** | 모든 SDXL 체크포인트(SDXL, Pony, Illustrious)용 같은 inpaint와 outpaint로, ControlNet Union ProMax로 칠하며 Fooocus inpaint는 선택 사항입니다. LoRA 필요 없음. |\n| **LC Flux 3 Klein AnyPaint 🩹** | Flux 3 Klein용 같은 inpaint와 outpaint로, AusBoss의 Outpaint LoRA를 써서 edit 모드로 칠합니다: 영역이 회색으로 채워지고 모델이 그걸 채우는 동안 내 그림은 그대로 유지됩니다. |\n| **LC MOSS Box Edit 🖌️ (BETA)** | LC Bounding Boxes로 그림에 박스를 그리면 MOSS Image가 그림 전체를 보면서 그 박스만 다시 그립니다. 박스 밖은 픽셀 하나까지 그대로입니다. 옷을 바꾸거나, 캐릭터나 간판을 더하거나, 무언가를 지울 수 있습니다. |\n| **LC MOSS Control 🕹️** | MOSS Image용 ControlNet입니다. 그림이 깊이 맵(포즈, 형태)과/또는 색 영역 맵을 따르며, 각각 끝나는 지점을 정할 수 있습니다. darask0의 Color-Depth Control 어댑터를 실행합니다. |\n| **LC Mask Refine ✨** | trimap으로 마스크를 다듬으며, 가장자리 밴드에만 guided filter 또는 VITMatte를 사용하고 before/after 와이프가 있습니다. |\n| **LC Normal Map (BAE) 🗺️** | ControlNet의 normal_bae가 만드는 것과 같은 스타일의 BAE 표면 normal map(RGB = XYZ)을 만듭니다. |\n| **LC Outpaint 🖌️➕** | 노드 위에서 캔버스 가장자리를 바깥으로 드래그해 회색 캔버스와 새 영역의 마스크를 만듭니다. max_megapixels가 가장자리를 그 크기에서 멈춥니다. |\n| **LC Person Mask 🧍** | Segformer 또는 MediaPipe로 사람의 부위(얼굴, 머리카락, 몸, 옷, 액세서리, 배경)를 선택합니다. remove_features는 피부 전용 마스크를 만듭니다. |\n| **LC Remove Background ✂️** | BiRefNet으로 배경을 제거하고 RGBA 컷아웃, 마스크, 단색 배경 위의 피사체를 출력합니다. |\n| **LC Segment Anything 🎯** | GroundingDINO + SAM 또는 SAM 3로, 설명을 입력해서 대상을 선택하며 엣지 refine은 선택 사항입니다. |\n| **LC Smart Detailer 🩹** | SEGS / Impact 디테일러를 대체합니다. 입력한 대상(손, 얼굴, 눈)을 SAM 3로 찾고 각각을 업스케일된 크롭에서 다시 그린 뒤 블렌딩합니다. |\n| **LC Smart Detailer (pipe) 🩹** | 같은 기능이며 모델, VAE, 샘플러 설정을 LC pipe에서 가져옵니다. 직접 연결한 모델이나 VAE가 pipe의 것을 덮어씁니다. |\n| **LC Touch Mask (BETA) 👆** | 한 가지를 정확하게 마스크합니다. 둘레를 그리면 SAM 3가 가장자리를 찾습니다. 탭하면 다음으로 큰 것으로 넓어지고(얼굴, 얼굴 + 머리카락, 머리, 사람), 더블 탭하면 한 단계 돌아갑니다. Ctrl + 그리기로 잘라냅니다. 임계값, 스무딩, 섬세한 가장자리 마무리가 들어 있습니다. |\n| **LC VOSR2 Upscale 🧩** | VOSR 2.0 내장의 빠른 저VRAM 업스케일: 그림을 다시 그리지 않고 선명하게 하고 잔 디테일을 추가합니다. 1.5배에서 4배는 한 패스, 6배와 8배는 두 패스. |\n| **LC VOSR2 Upscale (pipe) 🧩** | pipe 디테일러 다음에 LC pipe 위에서 쓰는 같은 노드. 디테일러가 다룬 영역을 새 크기로 넘겨줍니다 (protected 출력). LC Skin Upscale / LC Skin Texture용. |\n\n---\n\n## LC Vision v1.6.18\n\n[github.com/lonecatone23/ComfyUI_LC_Vision_nodes](https://github.com/lonecatone23/ComfyUI_LC_Vision_nodes)\n\n| 노드 | 기능 |\n|---|---|\n| **LC Vision Showrunner (BETA) 🎬** | 긴 MiniMax H3 영상을 CUT / CONTINUE 세그먼트로 기획하고, 각 이음새를 직전 세그먼트가 실제로 끝난 방식에 맞게 고치며, 프로젝트 파일(샷 리스트, 레퍼런스, 설정)을 저장 / 불러옵니다. |\n| **LC Vision Reviewer 🕵️ (BETA)** | 품질 검문소: 손, 얼굴, 텍스트, 아티팩트, 프롬프트 일치 여부, 직접 만든 질문에 대한 예/아니오 검사. 나쁜 렌더를 표시하거나 그 뒤의 모든 것을 막습니다. |\n| **LC Vision Shot List (BETA) 📋** | Showrunner를 위한 스토리를 양식처럼 채웁니다: 장소, 캐스트, 샷마다 한 줄. 세그먼트 수를 제안하고 샷에 비해 너무 긴 대사를 경고합니다. AI는 쓰지 않습니다. |\n| **LC Vision Storyboard Builder (BETA) 🎞️** | Showrunner 영화용 그림입니다. 프로젝트에 빠진 것(얼굴, 장소, 앵커)을 찾아내고, 그림마다 프롬프트, latent, 시드를 하나씩 만들어 샘플러에 넘깁니다. |\n| **LC Vision Storyboard Save (BETA) 🎞️** | Storyboard Builder의 그림을 프로젝트에 저장합니다. Showrunner에서 📂 Load를 누르면 Reference Assembler에 추가됩니다. |\n| **LC Vision Storyboard Sheet (BETA) 🎞️** | 노드 위의 스토리보드입니다. 그림마다 카드 한 장. ✅ Use는 Reference Assembler에 넣고, ↻는 다시 만들고, ✎는 프롬프트를 바꿉니다. 연결할 것은 없습니다. |\n| **LC Vision Redirect (BETA) 🔬** | 예전 워크플로우를 위해 남겨 두었습니다: 이제 LC Vision Showrunner가 이음새를 직접 고칩니다. |\n| **LC Vision Danbooru Caption 🏷️** | 이미지 한 장이나 대략적인 아이디어에서 SDXL, Pony, Illustrious용 프롬프트를 만듭니다: 짧거나 상세한 캡션, 진짜 Danbooru 태그, 또는 문장 + 태그. 품질 태그와 짝이 맞는 negative는 선택 사항입니다. |\n| **LC Vision Caption 📝** | 불러온 LC Vision 모델, 지시문, 최대 세 장의 레퍼런스 이미지, 레퍼런스 비디오 하나로 텍스트를 생성합니다. |\n| **LC Vision Loader 🔬** | Qwen-VL GGUF 모델과 vision projector를 불러옵니다. keep_model_loaded를 끄면 Vision 노드가 끝난 뒤 언로드해서 이미지 모델이 카드 전체를 쓸 수 있습니다. |\n| **LC Vision Moviemaker 🎥** | 비디오를 한 번의 호출로 여러 개의 연속 세그먼트로 기획하며, 각각 독립된 MiniMax H3 프롬프트로 작성됩니다. |\n| **LC Vision Prompt Enhancer 📝** | LC Vision 모델로 프리셋 지시를 써서 프롬프트를 다시 씁니다(텍스트 전용). LC MOSS Layout Prompt를 연결하면 박스는 유지한 채 장면과 박스를 다듬습니다. |\n\n---\n\n## LC ModelBuilder v0.7.4\n\n[github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes](https://github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes)\n\n| 노드 | 기능 |\n|---|---|\n| **LC Anima Block Merge Advanced** | Anima용 Krea2 Block Merge Advanced입니다. 28개 블록에 걸친 곡선에 x embedder, timestep embedder와 norm, LLM adapter, final layer 슬라이더가 더해집니다. 프리셋 포함. |\n| **LC Anima LoRA Block Scan** | Anima용 Krea2 LoRA Block Scan으로, 애니메 얼굴을 CCIP로 채점합니다. |\n| **LC Anima LoRA Editor** | Anima용 Krea2 LoRA Editor입니다. 조작은 같고, Anima의 28개 블록과 레이어 종류를 씁니다. |\n| **LC Anima LoRA Merge** | Anima용 Krea2 LoRA Merge입니다. Anima LoRA 2~4개를 블록별 A / B 곡선으로 합칩니다. |\n| **LC Checkpoint Save** | 올인원 체크포인트(model, clip, vae)를 저장하며, 저장을 건너뛰는 enabled 토글이 있습니다. metadata: keep all 또는 necessary only (워크플로우나 학습 정보 없음). |\n| **LC Diffusion Model Save** | clip이나 vae 없이 diffusion model만 저장합니다. metadata 스위치는 같습니다. |\n| **LC Face Variety Scorer 🧑🤝🧑** | 배치 안의 얼굴들이 얼마나 비슷한지 점수를 매기고 (0에서 1, 낮을수록 다양함), 단체 사진용 crowd 점수도 매깁니다. 사진(ArcFace) 또는 애니메이션(CCIP) 모드. |\n| **LC Fingerprint Identify 🔎** | 이 모델은 무엇으로 만들어졌을까? 핑거프린트 라이브러리를 바탕으로 블록별 레시피를 알려 줍니다: 어떤 모델이 어떤 비율로 머지되었는지, 머지된 LoRA와 그 strength, 각각에 대한 확신도, 히트맵. 라이브러리에 있는 것만 이름을 알려 줄 수 있습니다. |\n| **LC Fingerprint Library 📚** | 폴더를 훑어서 모든 모델과 LoRA의 작은 핑거프린트(약 1 MB)를 계열과 함께 저장합니다. 한 번 들어가면 원본은 지워도 됩니다. 다시 실행하면 새것만 추가합니다. |\n| **LC Krea2 Block Merge Advanced** | 28개 블록에 걸친 드래그 가능한 블록별 비율 곡선과 이름 붙은 영역용 슬라이더로 Krea2 체크포인트를 머지합니다. |\n| **LC Krea2 LoRA Block Scan** | 블록 그룹을 하나씩 꺼 보면서 LoRA가 어디서 얼굴을 고정하거나 이미지 전체를 바꾸는지 찾고, Editor용 블록 곡선을 제안합니다. |\n| **LC Krea2 LoRA Editor** | 28개 블록을 각각 올리거나 내려서 Krea 2 LoRA를 불러옵니다. attention과 MLP를 따로 스케일하고 스파이크를 완화합니다. |\n| **LC Krea2 LoRA Merge** | 블록별 A / B 곡선(sum 또는 TIES)으로 Krea 2 LoRA 두 개에서 네 개를 머지합니다. |\n| **LC Krea2 Semantic Vector Tuner** | 단일 Krea2 체크포인트 가중치의 특정 영역을 증폭하거나 약화합니다 (머지가 아님). |\n| **LC LoRA Bake 🍞** | LoRA를 최대 4개까지 모델 파일에 구워 넣고 새 모델로 저장합니다. 블록별 곡선은 선택입니다. ComfyUI가 읽는 모든 LoRA 형식을 읽고, 레시피를 파일에 기록합니다. CPU에서 실행되므로 VRAM이 필요 없습니다. |\n| **LC LoRA Extract** | finetune을 LoRA로 바꿉니다 (finetune에서 base를 뺀 것): 모든 레이어, 블록만, 또는 커스텀 블록 목록. 변하지 않은 레이어는 제외됩니다. |\n| **LC LoRA Save** | 편집하거나 머지한 LoRA를 모든 편집을 구워 넣은 표준 파일로 저장하며, 새 rank로 저장할 수도 있고 enabled와 embed_workflow 스위치가 있습니다. |\n| **LC Model Fingerprint 🔍** | 모델 하나를 레퍼런스와 가중치 자체로 레이어별 비교합니다: 다른 정밀도의 같은 모델인지, 그 위에 만든 것인지, 블록 머지인지(차트에 어떤 블록인지 표시) 아니면 관련이 없는지. LoRA와 함께 쓰면 머지되었는지, 대략 어느 strength였는지 알려 줍니다. |\n| **LC Model Merge (any precision)** | 서로 다른 정밀도로 저장된 두 모델을 머지합니다 (bf16과 fp8, int8, nvfp4 또는 GGUF, 순서 무관). 결과는 풀 정밀도로 유지됩니다. |\n| **LC Model Quantize 🗜️** | 모델의 더 작은 복사본을 저장합니다: fp8, mxfp8, nvfp4, int8 또는 int4 (기본 로더로 불러오기) 또는 GGUF Q8_0에서 Q2_K. 연결한 MODEL(LoRA 구워 넣음)에서, 또는 어떤 크기의 파일에서든 바로 만들 수 있습니다. |\n| **LC MOSS Block Merge Advanced** | MOSS Image 모델을 42개 레이어에 걸친 드래그 가능한 레이어별 비율 곡선으로 병합하고, 레이어 밖 부분(그림 입력, 프롬프트 입력, timestep, modulation, final layer)은 슬라이더로 조절합니다. 프리셋을 저장하고 불러올 수 있습니다. |\n| **LC Scoreboard 🏆** | A / B 테스트용 대결 카운터: #1 Win, Tie, #2 Win 버튼이 있고 선두와 비율이 노드에 표시됩니다. |\n| **LC Strip Metadata 🧹** | 이미 저장한 모델에서 메타데이터(내장 워크플로우, 학습 정보, 제목)를 청소합니다. 가중치는 바이트 단위로 그대로 복사되며 불러오지 않으므로, 이전과 똑같이 로드됩니다. _clean 복사본을 쓰거나 원본을 대체합니다. |\n| **LC VAE Compare** | 같은 latent를 최대 여섯 개의 VAE로 디코딩해서, 1:1 디테일 크롭, 선명도 수치, 각각이 첫 번째에서 얼마나 떨어져 있는지와 함께 나란히 보여 줍니다. |\n| **LC VAE Merge** | 같은 계열의 두 VAE 디코더를 큰 형태부터 미세한 질감까지 머지합니다. 인코더는 base의 것이 유지되어서, 결과물이 그 VAE용으로 만든 모델에 그대로 맞습니다. |\n| **LC VAE Save** | VAE를 fp32, bf16, fp16으로 models/vae에 저장합니다. |\n\n---\n\"True Nothing is. Permitted Everything is\"- Yoda Auditore, Assassin's Wars",
8889 "src": "b8560e53",
8890 "srcTitle": "Total Nodes (Busy work)"
8891 }
8892 },
8893 "titles": {
8894 "en": "Total Nodes (Busy work)",
8895 "zh": "节点总数(枯燥的活)",
8896 "ja": "ノード総覧(地味な作業)",
8897 "ko": "Total Nodes (잡무)"
8898 }
8899 },
8900 "ue_properties": {
8901 "widget_ue_connectable": [],
8902 "version": "7.8",
8903 "input_ue_unconnectable": []
8904 }
8905 },
8906 "widgets_values": [
8907 "English ✏️",
8908 "# Total nodes\n\n**253 nodes** across 5 packs. Deprecated nodes are listed but not counted.\n\n| Pack | Nodes | Version | Link |\n|---|---|---|---|\n| LC123 | 159 | v1.54.7 | [Repo](https://github.com/lonecatone23/ComfyUI_LC123_nodes) |\n| LC AV | 27 | v0.5.0 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_AV_nodes) |\n| LC MaskMaker | 29 | v0.29.3 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes) |\n| LC Vision | 12 | v1.6.18 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_Vision_nodes) |\n| LC ModelBuilder | 26 | v0.7.4 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes) |\n\n---\n\n## LC123 v1.54.7\n\n[github.com/lonecatone23/ComfyUI_LC123_nodes](https://github.com/lonecatone23/ComfyUI_LC123_nodes)\n\n| Node | What it does |\n|---|---|\n| **CivitAI 🚩🔪** | Strips flagged terms from a prompt using a compliance list, as an aid only (you are still responsible for CivitAI's terms). Off until you switch it on. |\n| **LC Advanced Folder 📂** | Builds separate filename and path outputs for Image Saver style nodes, with optional prefix-in-path and timestamp. |\n| **LC Anima Regional Inline Canvas** | Paint RGB regions on the node and get a separate conditioning and mask for each region, for Anima regional prompting. |\n| **LC Any Empty Bool** | Outputs true if any connected input is empty, muted or bypassed. |\n| **LC Any Empty Float** | Runs the same empty test as Any Empty Bool and outputs an empty and a not-empty float. |\n| **LC Any Empty Int** | Runs the same empty test as Any Empty Bool and outputs an empty and a not-empty integer. |\n| **LC Any Index Switch** | Passes through the input at the chosen index and ignores the other slots. |\n| **LC AnySwitch** | Picks the first connected input out of 2 to 20 and locks to its type. |\n| **LC Apply LoRA Stack 🎚️** | Applies a LORA_STACK from LC LoRA Loader Stack (or any pack) to model and/or clip. |\n| **LC Apply LUT** | Applies a .cube 3D LUT from models/luts with a strength from 0 to 2. Starts on LC Crushed Blacks at 0.3. |\n| **LC Aspect Ratio Pipe (In/Edit)** | Packs image, mask, size, latent, batch and resolution into an LC_PIPE, or edits one, overwriting only the wired sockets. |\n| **LC Aspect Ratio Pipe Out** | Unpacks the aspect ratio fields of an LC_PIPE into separate sockets and passes the pipe on. |\n| **LC Auto White Balance** | Corrects white balance automatically with a choice of algorithm, a strength blend and a before/after wipe. |\n| **LC Basic Scheduler** | Outputs sigmas for the full step count (no denoise), made to feed LC Split Sigmas (Advanced) for dual-pass sampling. |\n| **LC Batch Image 🖼️** | Batches images from auto-growing slots, ignoring muted or missing ones and resizing later images to the first. |\n| **LC Bloom** | Adds a glow from the bright areas in Bloom, Pro-Mist (diffusion filter) or Halation (film edge glow) mode. |\n| **LC Boolean** | Turns a boolean, int or float into a clean true/false and shows it on the node. |\n| **LC Boolean Flip** | Outputs the opposite of its toggle. |\n| **LC Boolean Switch** | Picks the on_true or on_false input (any type) based on a boolean. |\n| **LC Boolean Value** | A plain boolean toggle you can wire anywhere. |\n| **LC Bounding Boxes 🔲** | Draw boxes on a picture for Flux 3 or MOSS Image: name each box, pick new, change, move or remove, and describe the result. For MOSS a box can be a character and get its own palette. Works in classic and Nodes 2.0. |\n| **LC Bypass Relay** | Gathers nodes on its left so a hub can mute or bypass all of them together through OPT_CONNECTION. |\n| **LC Bypasser Panel** (JS only) | A widgets-only remote for LC Bypasser, LC Mute or LC Groups Bypasser. |\n| **LC Bypasser** (JS only) | Bypasses linked nodes from one place with toggles or BOOLEAN inputs. |\n| **LC Chromatic Aberration** | Shifts the RGB channels apart to fake lens fringing, with pixel amount and direction per channel. |\n| **LC Color Match 🎨** | Matches an image's colors to a reference (AdaIN / mean-std) with optional skin protection and mask. |\n| **LC Combo Selector** | A dropdown that mirrors the options of another node's combo (sampler, scheduler, etc.) when wired into it. |\n| **LC Control Panel 🎛️** | Up to 16 sliders and on/off switches on one node, each on its own output. The gear on a row sets its type (number or boolean), name, range, step and INT or FLOAT. A new row plugged into a number or boolean input copies that input's settings. |\n| **LC Custom Combo** | Builds your own list of options and outputs the chosen text and its index. |\n| **LC Custom Combo Panel** | A remote control that picks the choice for an LC Custom Combo from another spot. |\n| **LC Denoise 💉** | Injects latent noise scaled to 1 minus your denoise value, using the same denoise you give the sampler. |\n| **LC Depth FX 🌫️** | Uses a depth map for atmospheric haze, light wrap and depth of field with real bokeh, with shared looks. |\n| **LC Detail Daemon (BETA)** | Adds fine detail by hiding a little of the noise from the model over a window of the steps, on the original Detail Daemon schedule. Look only (default), classic and keep structure modes. Sampler version. Goes on the low pass sampler. |\n| **LC Detail Daemon (model) (BETA)** | The same Detail Daemon as a model patch, for a plain KSampler. |\n| **LC Detail Pipe Out** | Unpacks the detailer settings (models, prompts, seed, cfg, sampler, scheduler, steps) from an LC_PIPE. protect_mask (bottom): the areas the pipe detailers redrew. |\n| **LC Dimension Resize 📐** | Adds, subtracts, multiplies or divides width and height by one value and rounds the results to integers. |\n| **LC Directional Blur** | Motion blur along one angle and length, set by dragging an arrow on the node. |\n| **LC Dynamic Overlay** | Overlays image B on image A and lets you adjust the opacity on the node after one run without regenerating. |\n| **LC Easy Folder 📂** | Builds a filename_prefix for the native Save Image node and creates the folders. |\n| **LC Film Grain** | Adds film grain with amount, contrast, size and mono or color options. |\n| **LC Film Grain (Video) 🎞️** | The same grain for a whole clip: GPU, a few frames at a time, with a progress bar. Grain sized to the video, so it survives compression. |\n| **LC Film Stock (B&W)** | Gives a black and white film look from presets with a strength blend. |\n| **LC Film Stock (Color)** | Gives a color film look from presets (toe, shoulder, gamma) with a strength blend. |\n| **LC Float Compare** | Outputs the larger or smaller of two floats. |\n| **LC Flux 3 Layout Prompt 🗺️** | Adds the boxes to a Flux 3 prompt as the table the model was trained on. Write <1>, <2> in the prompt for box 1, box 2. |\n| **LC Flux 3 Reference Latent 🖼️** | Up to 4 reference pictures for Flux 3 on the positive and negative, the negative the model wants and the latent size. |\n| **LC Get Image 📐** | Reads an image's width, height, megapixels, longer side, batch size and aspect ratio. |\n| **LC Groups Bypasser** (JS only) | Bypasses whole groups from one place, with one toggle per group. |\n| **LC Image Adjust** | Basic color grade (hue, saturation, brightness, contrast) with a mild sharpen or soften. |\n| **LC Image Batch From Folder 📂** | Loads a whole folder as one batch in alphabetical order, with max_images and start_index. |\n| **LC Image Compare 🔎** | Compares large batches of images with a compact dropdown and a stable image area. |\n| **LC Image Crop 🖼️🔪** | Crops by dragging a box and handles on the node, with an optional aspect lock. |\n| **LC Image Denoise** | Smart denoise with blur strength, edge preservation and a blend. |\n| **LC Image Desaturate** | Desaturates toward grayscale with a factor and a luminance method. |\n| **LC Image Grid 🖼️** | Arranges a batch of images into a grid with optional gap, outline and border. |\n| **LC Image Label** | A floating image sticker with drag-and-drop upload for annotating a workflow (no sockets). |\n| **LC Image Pass** | Passes an image straight through. Turned off, the next node sees nothing on that input and runs without it. |\n| **LC Image Ref Pipe In 🖼️** | Bundles up to 16 reference images into one pipe, with sockets that grow like Text Encode Qwen Image 2.1. |\n| **LC Image Ref Pipe Out 🖼️** | Unpacks an image ref pipe back into image_1 to image_16 in their original slots, pipe first. |\n| **LC Image RGB** | Offsets each color channel separately with an overall strength. |\n| **LC Image Split 🖼️** | A before/after wipe on the node whose output is the baked split for saving, with your own divider width and colour. |\n| **LC Image Stitch Multi 🖼️🪡** | Stitches images side by side or stacked from autogrow slots, with match size, align and an optional gap. |\n| **LC Image to Total Megapixels 📐** | Scales an image to a total megapixel count and outputs the resulting resolution. |\n| **LC Image-Mask Resize 📐** | Resizes an image and/or mask to a preset, custom size, multiplier or megapixel count, in multiples of divisible_by. |\n| **LC Int Compare** | Outputs the larger or smaller of two integers. |\n| **LC Int Split** | Splits a total into a + b at a fractional split point, so a + b always equals the total. |\n| **LC Invert Boolean** | Coerces a boolean, int or float and outputs the opposite. |\n| **LC Is Bypassed / Muted** | Outputs true if the node wired into it is bypassed or muted, read live without queuing. |\n| **LC Join Strings 🔗** | Joins multiple strings with a delimiter and skips the empty ones. |\n| **LC Krea2 Regional Inline Canvas** | Paint RGB regions on the node and get regional conditioning using the krea2 CLIP type. |\n| **LC Label 🏷️** | A floating text label for annotating a workflow, with fonts, color, outline and shadow (no sockets). |\n| **LC Last Image Holder** | Keeps the last generated image for before/after comparison, even after disconnecting. Hold until seed change keeps the first image of a seed to compare tweaks against. |\n| **LC Lens FX (deprecated)** | Hidden from search. Old workflows still run it. Use Lens Profile, Vignette and Film Grain instead. |\n| **LC Lens Profile** | Applies or corrects a named lens profile with adjustable strength. |\n| **LC Lift Gamma Gain** | Grades shadows, midtones and highlights with lift, gamma, gain and offset. |\n| **LC Lighting Control V2 🔦** | Relights an image with one or two spot or sun lights, warmth, color gels and hard or soft cast shadows. |\n| **LC Lighting Control 🔦 (deprecated)** | Old workflows still run it. Use LC Lighting Control V2 instead. |\n| **LC LoRA Loader Stack 🎚️** | Builds the same LoRA list as LC LoRA Loader, output as a LORA_STACK. |\n| **LC LoRA Loader 🎚️** | Applies any number of LoRAs from one node, with enable, strength and drag-to-reorder per row. |\n| **LC LoRA Loader (single) 🎚️** | One LC LoRA Loader row (on / off, folder picker, strength, Info) for a turbo or style LoRA on its own spot. Model only, no add or remove. |\n| **LC Mask Pass** | Passes a mask through. Turned off, the next node runs with no mask. Use it instead of bypassing the node that makes the mask. |\n| **LC MiniMax H3 Pipe** | Packs or edits an H3 pipe holding the prompts, references and settings for MiniMax H3. |\n| **LC MiniMax H3 Pipe Out** | Unpacks an LC MiniMax H3 pipe into its separate sockets. |\n| **LC MiniMax H3 Pipe Out V2** | Unpacks an H3 pipe V2, adding prompt, steps, cfg, seed, sampler and scheduler outputs. |\n| **LC MiniMax H3 Pipe V2** | Packs or edits an H3 pipe V2, which also carries prompt, steps, cfg, seed, sampler and scheduler. |\n| **LC Model Info ℹ️** | Wire any MODEL in: it follows the wire upstream (LoRA loaders, merges, LC Model Optimizer) and reads each file's header only. Shows the workflow a save node baked in (base models, LoRAs with strengths, merges), Kohya training info and trigger tags, card fields, GGUF type. Live on the node, no queue needed. The model passes through. |\n| **LC Model Optimizer (pipe) ⚡** | The same as LC Model Optimizer, plus an LC_PIPE out (model 2 carries Ideogram 4's second model). |\n| **LC Model Optimizer Video (pipe) ⚡** | The same as LC Model Optimizer Video, plus an LC_PIPE out (vae 2 carries the audio VAE). |\n| **LC Model Optimizer Video ⚡** | The video version: model, text encoder, video and audio VAE and latent upscaler for MiniMax H3 and LTX 2.5 / 2.3. On H3, Spectrum and Veda can be switched on when they are installed (spectrum / veda widgets). |\n| **LC Model Optimizer ⚡** | Loads the model, text encoder and VAE that suit your card, with the speed-ups that work on it. Downloads recommended files on the first run. Covers Krea 2 (Turbo and Raw), SDXL, Illustrious, Pony and more, plus Custom for any other model. Built-in Spectrum on MOSS Image and Krea 2 (spectrum widget to opt out). |\n| **LC MOSS Layout Prompt 🗺️** | Turns the boxes into MOSS Image's layout prompt: objects, characters and text with their own caption and palette, right where you drew them. Adds canvas (single, multi panel, collage), medium tags and palette, and outputs the size the boxes were drawn on. |\n| **LC Mute** (JS only) | Works like LC Bypasser, but Off mutes the linked nodes instead of bypassing them. |\n| **LC Natural Look 🍃** | Takes the AI look out: pulls back only the loudest colours, calms orange and plastic skin, rolls the highlights off, cuts the glossy glow and lifts fine texture (flat skin left out), with your black point, contrast and brightness kept and a whisper of grain. |\n| **LC Negative** | A negative prompt text box. |\n| **LC Node Snapshot 📋** | Reads another node's widgets and outputs the selected value, all lines, or JSON. |\n| **LC Note 📝** (JS only) | A markdown note that translates into ComfyUI's 14 languages on click through LC Vision, and shows @[card](link) lines as link cards. |\n| **LC Notify 🔊** | Plays a chosen sound when the node runs (always, on empty queue, or never). |\n| **LC Phone Filters 📱** | 37 phone-app filter presets (1977, Aden, Brooklyn, etc.) with strength and an on-node wipe. |\n| **LC Photo Style 📷** | Gives an image a phone-camera look from a style preset, with sliders and a strength blend. |\n| **LC Pipe (in/edit)** | Packs values into an LC_PIPE, or merges overrides into an existing pipe. |\n| **LC Pipe Combine** | Edits the top pipe with a second pipe: whatever the edit pipe carries overwrites the top one, everything else rides along. |\n| **LC Pipe Out** | Expands an LC_PIPE into individual sockets and passes the pipe on. protect_mask (bottom): the areas the pipe detailers redrew. |\n| **LC Preview Image 🖼️** | Previews an image and sits quietly instead of erroring when nothing arrives. |\n| **LC Preview Mask 🎭** | Previews a mask and sits quietly instead of erroring when nothing arrives. |\n| **LC Prompt to Conditioning + Zero** | Encodes a prompt into conditioning and also outputs a zeroed copy for the negative. |\n| **LC Reference Latent** | Attaches up to eight reference latents to conditioning. Chain more than one and they add up. |\n| **LC RTX Super Resolution ⚡** | NVIDIA RTX Video Super Resolution on pictures or video frames: upscale up to 4x, upscale a clean source, denoise or deblur. Quality LOW to ULTRA, scale or megapixels, strength. Shows an Install RTX support button when nvidia-vfx is missing. |\n| **LC Sampler Configure** | Central dual-pass sampler settings: steps, swap point, detailer steps, denoise, CFGs, sampler and scheduler. |\n| **LC Sampler Configure (pipe)** | Dual-pass sampler settings with an optional pipe in and a pipe out. |\n| **LC Sampler Configure Pipe Out** | Unpacks an LC_PIPE into the sampler configure sockets, plus the latent. |\n| **LC Sampler Configure Simple** | Single-pass sampler settings with one CFG and no step swap. |\n| **LC Sampler Configure Simple (pipe)** | Simple sampler settings that read from and write to an LC_PIPE. |\n| **LC Sampler Scheduler ⚙️** | Pick the sampler and scheduler once and wire them to every KSampler, so they all change together. |\n| **LC Save Image 💾** | Saves images with workflow metadata, and CivitAI parameters when paired with LC Save Metadata. |\n| **LC Save Metadata 🏷️** | Builds the metadata (models, AIR or URL, settings) that LC Save Image writes. |\n| **LC Seed Jump 🌱** | Takes a seed and a jump value and outputs the seed plus five successive jumps. |\n| **LC Sharpen Pro** | Undoes softness (deconvolution) with texture and clarity, halo control and skin protection (optional skin_mask from LC Skin Master). Presets for photos, line art, anime and illustration. |\n| **LC Show Any 🔤** | Shows any value on the node and passes it through with its type unchanged. |\n| **LC Show Text 🔤** | Shows a string on the node and passes it on. |\n| **LC Sigma Curve** | Draw a custom sigma curve on the node, save it, and reuse it. |\n| **LC Sigma Resample** | Resamples a sigma curve to a new step count while keeping its start and end sigma (also registered as LCChangeStepCount). |\n| **LC Sigmas (BETA)** | One scheduler for one- and two-pass sampling: sigma curve presets (base, beta, flowmatch, hyperbolic, gaussian, your saved curves) you can bend by dragging the graph, step swap, denoise, continue or renoise on the second pass, and sigma shift. Takes regular and RES4LYF / ClownShark sampler names. |\n| **LC Size Pad 📐** | A 2D slider for width x height: drag the frame's corner. Model presets (MiniMax H3, Krea 2, SDXL, LTX, Klein 9B, Wan 2.2) snap to the model's step and stop at its megapixel limit; aspect lock and portrait / landscape flip. |\n| **LC Skin Beauty ✨** | Cools, brightens and evens skin in LAB with presets, protecting highlights, with an optional mask. Runs on GPU or CPU. |\n| **LC Skin Master ✨ (BETA)** | The whole skin chain in one node on one face-aware skin map: grit, pores, blemishes, lines, freckles, eyes, skin tone and colour, each done once. Presets from a light clean-up to plastic-skin restore, weathered and sun-kissed. Outputs the skin mask for Sharpen Pro. |\n| **LC Skin Texture ✨ (BETA)** | Adds real pore texture to skin that came out too smooth, from a real skin photo (only its fine relief, never its colour). Optional protect_mask leaves the detailers' areas alone. |\n| **LC Skin Upscale** | Upscales only the masked skin area with a CNN model and blends it back. Optional protect_mask leaves the detailers' areas alone. |\n| **LC Slider** | A slider on the node face that outputs an int or float. |\n| **LC Speed Boost (BETA) 🚀** | About 2x faster sampling (about 1.4x on SDXL / Pony / Illustrious), same quality: the picture starts at half size and grows to full size partway through. Plug it into the high pass sampler. Does not work on MOSS Image. |\n| **LC Speed Boost 🚀 KSampler (BETA)** | A KSampler with Speed Boost built in. Same inputs, plus start / end at step so it can chain into another sampler. Takes ClownShark (RES4LYF) samplers. |\n| **LC Split Sigma Scheduler** | Splits sigmas between two models for a dual-model SamplerCustomAdvanced. |\n| **LC Split Sigmas (Advanced)** | Splits sigma curves at a swap step into a high and a low set. |\n| **LC Stop 🛑** | A queue breakpoint you can enable. The play button (or Run) carries on with the same seeds, so everything above the stop comes from the cache. |\n| **LC Text Overlay** | Draws text on an image with a draggable position, font size and color. |\n| **LC Text Remove 🔪** | Removes up to twenty substrings from a text, in order. |\n| **LC Text Replace ✂️** | Runs up to twenty find and replace pairs (optionally regex) on a text. |\n| **LC Timer ⏱️** | Times every run and scores the newest one against the 5 before it: faster in green, slower in red. Lists the last 10 runs. Stopped and fully cached runs are left out. |\n| **LC Tone Match** | Keeps the reference's broad lighting and color while keeping the image's fine detail, with an optional mask. |\n| **LC Vibrance** | Smart saturation (vibrance) with optional plain saturation and skin protection. |\n| **LC Vignette** | Darkens or brightens the edges of the image. |\n| **LC VRAM Cache Clear** | A pass-through node that clears GPU and model cache when it runs, also on its own branch with nothing after it. |\n| **LC Watermark 💧** | Composites a watermark image you position by dragging, with live size and opacity. Transparent PNGs keep their transparency through watermark_mask. |\n| **LC Weighted Prompt ⚖️** | A prompt box with a weight per word: click a word, move the slider (green above 1 with its number, red below, under 0 taken out). Type in the box or wire a prompt in and edit it there; block (on change, always, never) decides which one is used. Krea 2 (plain, Image Reference Edit, Identity Edit, ControlNet) and CLIP models. |\n| **LC Widget To String** | Reads a widget on another node as a string. |\n| **LC ✂️ Duplicate Tags 🏷️** | Removes repeated tags so none gets double weight (long_hair = (long hair:1.2)). Optional second prompt to merge two and clean them together. |\n| **LC 🚦** | A light for a boolean: one color for true, one for false (or none). Colors behind the gear. |\n| **Prompt** | A prompt text box (was LC Positive). The Vision Assistant swaps it in for other packs' text boxes, or LC Negative when the box feeds a negative. |\n| **Prompt to Conditioning** | Encodes a text prompt into CLIP conditioning. |\n| **🌱LC Seed** | A utility seed with a mode that also works when you queue only this node. |\n| **🎨LC Color Palette** | Picks a 4 to 6 color palette from a preset or from an image, for use in prompts. |\n| **🎲LC Wildcard** | Picks a random line from a wildcard text file. |\n| **📐 LC Aspect Ratio Simplifier** | Resizes an image and/or mask to a target size and outputs image, mask, size, empty latent and batch. |\n| **📐 LC Aspect Ratio Simplifier (pipe)** | Does the same as the Aspect Ratio Simplifier and adds a pipe output for Get/Set. |\n| **📝 LC Save Text** | Writes a text string to a file in the output folder. |\n| **🗒️LC Camera** | Sets camera framing and depth of field for a prompt from distance and angle presets. |\n| **🗒️LC Lighting** | Sets lighting style and direction for a prompt from presets plus your own notes. |\n| **🗒️LC Scene Builder** | Builds a scene description from scene presets and objects. |\n| **🗒️LC Style Selector** | Picks a style preset (and quality level) for a prompt and adds your own notes. |\n| **🗒️LC Subject** | Describes the subject of a prompt with freeform text plus pose, action, outfit and placement options. |\n| **🗒️LC Subject Array** | Combines several subject outputs into one line. |\n| **🧩LC Prompt Assembler** | Assembles the prompt builder pieces (subject, camera, lighting, style, scene) into one prompt or JSON. |\n\n---\n\n## LC AV v0.5.0\n\n[github.com/lonecatone23/ComfyUI_LC_AV_nodes](https://github.com/lonecatone23/ComfyUI_LC_AV_nodes)\n\n| Node | What it does |\n|---|---|\n| **LC Audio Channel 🎚️** | Splits stereo audio into left and right, and duplicates mono to both. |\n| **LC Audio Crop ✂️** | Crops audio from a start time to an end time (MM:SS). |\n| **LC Audio Duration ⏱️** | Outputs the audio length as seconds and minutes, as int and float. |\n| **LC Audio EQ 3-Band 🎛️** | A 3-band equalizer with a low shelf, a peaking mid and a high shelf. |\n| **LC Audio Separate 🎼** | Splits audio into Bass, Drums, Other and Vocals stems with Hybrid Demucs. |\n| **LC Audio Volume 🔊** | Changes audio volume with a slider and soft-clips after the gain. |\n| **LC AV Pipe (in/edit) 🎬** | Packs or edits an LC_AV_PIPE holding video, audio and settings. |\n| **LC AV Pipe Out 🎬** | Unpacks an LC_AV_PIPE into its slots and passes the av_pipe on. |\n| **LC Create Video 🎬** | Builds an LC_AV_PIPE from an image batch (it does not encode a file). |\n| **LC Final Frame 🖼️** | Outputs the last frame of an image batch. |\n| **LC Frame Interpolate 🎞️** | Smooth motion with RIFE 4.26: any frame rate, not just 2x, with a progress bar. Holds hard cuts and matches the video to its sound. |\n| **LC Get Latent Size 📐** | Reads the pixel width and height of a latent, plus batch and frames for video latents. |\n| **LC H3 Audio Sync (BETA) 🎤** | Makes an H3 video perform your own track (a song, a line of dialogue) instead of sound the model invents. |\n| **LC H3 Make (BETA) 🎥** | Makes the shots of an LC H3 Story: builds the next one, samples it and saves it (takes, the tail the next shot starts from, the joined movie). |\n| **LC H3 Save to Story (BETA) 🃏** | Puts a picture straight onto its Story card or a shot's start / end frame. Cast, outfit and prop pictures are cut out onto plain grey. |\n| **LC H3 Shot Card (BETA) 🎞️** | Storyboard frames with any image model: one shot's start or end frame as a prompt, its blocking boxes, the background and the cast pictures. |\n| **LC H3 Story (BETA) 🎬** | The whole movie on one node: cast, outfits, places, props and shots. Each shot's text is exactly what H3 gets, and it warns you before you render. |\n| **LC H3 Story Card Prompt (BETA) 📝** | Turns a Story cast, outfit, place or prop card into a prompt and an empty latent for any image model, so the card gets its picture. |\n| **LC H3 Ultimate Upscale (BETA) 🔭** | The MMH3 Ultimate Upscale in one node for a normal MiniMax H3 workflow: H3 latent upscaler plus a light tiled H3 pass. |\n| **LC H3 Upscale (BETA) 🔭** | Upscales one long-video segment per run from its saved latent, once the cut is final. |\n| **LC Load Audio 📂** | Loads audio from the input folder with start and end trim and a preview player. |\n| **LC Load Video 🎞️** | Loads a video exactly as it is: every frame at its own size, its sound and its frame rate. No resizing or frame skipping. |\n| **LC Pipe → AV Pipe 🔌** | Converts an LC_PIPE or MiniMax H3 pipe into an LC_AV_PIPE, copying only the shared fields. |\n| **LC Preview Video 📺** | Plays a video on the node, from a file or a batch of frames with its sound. Nothing is saved to your output folder. |\n| **LC Save Video Metadata 🏷️** | Builds the same metadata as LC Save Metadata, for LC Save Image or LC Save Video. |\n| **LC Save Video 💾** | Saves video with Video Combine style options (frame rate, loop, format, pingpong, crf, pix_fmt, audio). |\n| **LC VAE Decode 🧩** | A VAE Decode with a switch between full and tiled decoding. |\n\n---\n\n## LC MaskMaker v0.29.3\n\n[github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes](https://github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes)\n\n| Node | What it does |\n|---|---|\n| **LC 360 View 🧭** | Flat camera views out of a 360 panorama: drag on the node to aim, list views as name: yaw, pitch, fov and get them all as one batch. One panorama gives every shot of a scene the same room. |\n| **LC Auto Adjust 🔆** | One-click auto levels (per channel, luminance, saturation or mono) with trims, a strength blend and an optional mask. |\n| **LC Character Detailer (BETA) 🩹** | LC Smart Detailer for one character: SAM 3 finds every match, then only the one you pick is redrawn (left to right, largest, or the one inside a box from LC Bounding Boxes). Give each character its own LoRA branch and detailer, so a character LoRA never bleeds onto the other faces. |\n| **LC Character Detailer (pipe) (BETA) 🩹** | The same, with model, VAE and sampler settings from the LC pipe. A wired model overrides the pipe's. |\n| **LC Create Mask 🖼️✏️** | Draws a mask right on the node with points or a freehand pencil, with feather, invert and opacity built in. |\n| **LC Depth Anything V2 🌊** | Makes a Depth Anything V2 depth map (bright = near) as an image and a mask. Model list reads the same on every machine. |\n| **LC Detail Finder (BETA) 🎯** | A detailer per character, step 1: SAM 3 finds every match once (every face). With face, hair each face gets its own hair. |\n| **LC Detail Sorter (BETA) 🔢** | Step 2: puts the SAM 3 masks in order (left to right, right to left, top to bottom, largest first) and breaks them out as outputs 1 to 8, numbered on the preview. |\n| **LC Detailer For Each (BETA) 🩹** | Step 3, one per character: redraws that person with their own LoRA branch, conditioned prompt and seed. Works on its own or on an LC pipe; anything plugged in beats the pipe. Same engine as LC Smart Detailer. |\n| **LC Face Crop 📐** | Crops to a format with the faces placed well instead of a blind centre crop, using the Aspect Ratio Simplifier presets. Framing from widest to face only. |\n| **LC Image Blend Advance 🎚️** | Places a layer on a background (position, scale, rotate, mirror) and blends it with 29 blend modes through an optional mask. |\n| **LC Outpaint, Rotate, & Pad 🔄** | Turn, crop and pad a picture by dragging on the node, with a portrait / landscape flip. The mask covers the padding and the corners a turn opens up. max_megapixels stops the frame at that size. |\n| **LC Krea2 AnyPaint 🩹** | Krea 2 inpaint and outpaint with the AnyPaint LoRA. Everything outside the mask comes back exactly as it was, and the seam disappears. |\n| **LC Z-Image AnyPaint 🩹** | The same inpaint and outpaint for Z-Image (Turbo / Base), painted by the Z-Image Fun ControlNet Union 2.1 patch instead of a LoRA. Everything outside the mask comes back exactly as it was. |\n| **LC SDXL AnyPaint 🩹** | The same inpaint and outpaint for any SDXL checkpoint (SDXL, Pony, Illustrious), painted by ControlNet Union ProMax, Fooocus inpaint optional. No LoRA needed. |\n| **LC Flux 3 Klein AnyPaint 🩹** | The same inpaint and outpaint for Flux 3 Klein, painted in edit mode with AusBoss's Outpaint LoRA: the area is filled gray and the model fills it while your picture stays put. |\n| **LC MOSS Box Edit 🖌️ (BETA)** | Draw boxes on a picture with LC Bounding Boxes and MOSS Image redraws only those boxes, seeing the whole picture while it works; everything outside stays pixel for pixel the same. Change clothes, add a character or a sign, or take something out. |\n| **LC MOSS Control 🕹️** | ControlNet for MOSS Image: the picture follows a depth map (pose, shape) and / or a color region map, with an end point for each. Runs darask0's Color-Depth Control adapter. |\n| **LC Mask Refine ✨** | Tightens a mask with a trimap, using a guided filter or VITMatte on the edge band only, with a before/after wipe. |\n| **LC Normal Map (BAE) 🗺️** | Makes a BAE surface normal map (RGB = XYZ), the same style ControlNet's normal_bae makes. |\n| **LC Outpaint 🖌️➕** | Drag the canvas edges outward on the node to build a grey canvas and a mask of the new area. max_megapixels stops the edges at that size. |\n| **LC Person Mask 🧍** | Selects parts of a person (face, hair, body, clothes, accessories, background) with Segformer or MediaPipe. remove_features makes a skin-only mask. |\n| **LC Remove Background ✂️** | Removes the background with BiRefNet and outputs an RGBA cutout, the mask and the subject on a solid color. |\n| **LC Segment Anything 🎯** | Selects things by describing them, using GroundingDINO + SAM or SAM 3, with optional edge refine. |\n| **LC Smart Detailer 🩹** | Replaces the SEGS / Impact detailers. Finds what you type (hands, face, eyes) with SAM 3 and redraws each one in its own upscaled crop, then blends it back in. |\n| **LC Smart Detailer (pipe) 🩹** | The same, with model, VAE and sampler settings from the LC pipe. A wired model or VAE overrides the pipe's. |\n| **LC Touch Mask (BETA) 👆** | Mask one thing exactly: draw around it and SAM 3 finds its edges. Tap it to grow to the next bigger thing (face, face + hair, head, person), double-tap to step back. Ctrl + draw cuts out. Threshold, smooth and a fine edge finish built in. |\n| **LC VOSR2 Upscale 🧩** | Fast, low-VRAM upscale with VOSR 2.0, built in: sharpens and adds fine detail without redrawing the picture. 1.5x to 4x in one pass, 6x and 8x in two. |\n| **LC VOSR2 Upscale (pipe) 🧩** | The same on the LC pipe, after the pipe detailers. Carries the detailers' areas to the new size (protected output) for LC Skin Upscale / LC Skin Texture. |\n\n---\n\n## LC Vision v1.6.18\n\n[github.com/lonecatone23/ComfyUI_LC_Vision_nodes](https://github.com/lonecatone23/ComfyUI_LC_Vision_nodes)\n\n| Node | What it does |\n|---|---|\n| **LC Vision Showrunner (BETA) 🎬** | Plans a long MiniMax H3 video as CUT / CONTINUE segments, fixes each join to how the last segment really ended, and saves / loads the project file (shot list, references, settings). |\n| **LC Vision Reviewer 🕵️ (BETA)** | Quality gate: yes/no checks on hands, faces, text, artifacts, prompt match and your own questions. Flags a bad render, or blocks everything after it. |\n| **LC Vision Shot List (BETA) 📋** | The story for the Showrunner, filled in like a form: the place, the cast and one row per shot. Suggests the segment count and warns about lines too long for their shot. No AI involved. |\n| **LC Vision Storyboard Builder (BETA) 🎞️** | Pictures for a Showrunner movie: finds what the project is missing (faces, places, anchors) and makes one prompt, latent and seed per picture for the sampler. |\n| **LC Vision Storyboard Save (BETA) 🎞️** | Saves the Storyboard Builder's pictures into the project. 📂 Load on the Showrunner adds them to the Reference Assembler. |\n| **LC Vision Storyboard Sheet (BETA) 🎞️** | The storyboard on the node: a card per picture. ✅ Use puts it in the Reference Assembler, ↻ makes it again, ✎ changes its prompt. Nothing to wire. |\n| **LC Vision Redirect (BETA) 🔬** | Kept for older workflows: LC Vision Showrunner now fixes the joins itself. |\n| **LC Vision Danbooru Caption 🏷️** | Prompts for SDXL, Pony and Illustrious from one image or a rough idea: a short or detailed caption, real Danbooru tags, or a sentence plus tags. Optional quality tags and a matching negative. |\n| **LC Vision Caption 📝** | Generates text from a loaded LC Vision model, an instruction, up to three reference images and a reference video. |\n| **LC Vision Loader 🔬** | Loads a Qwen-VL GGUF model and its vision projector. keep_model_loaded off unloads it after the Vision nodes are done, so the image model gets the whole card. |\n| **LC Vision Moviemaker 🎥** | Plans a video as several continuous segments in one call, each written as a self-contained MiniMax H3 prompt. |\n| **LC Vision Prompt Enhancer 📝** | Rewrites a prompt through an LC Vision model using a preset instruction (text only). Wire LC MOSS Layout Prompt into it and it enhances the scene and boxes, boxes kept. |\n\n---\n\n## LC ModelBuilder v0.7.4\n\n[github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes](https://github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes)\n\n| Node | What it does |\n|---|---|\n| **LC Anima Block Merge Advanced** | The Krea2 Block Merge Advanced for Anima: a curve over its 28 blocks plus sliders for the x embedder, timestep embedder and norm, LLM adapter and final layer. Presets. |\n| **LC Anima LoRA Block Scan** | The Krea2 LoRA Block Scan for Anima, scoring anime faces with CCIP. |\n| **LC Anima LoRA Editor** | The Krea2 LoRA Editor for Anima: same controls, Anima's 28 blocks and layer types. |\n| **LC Anima LoRA Merge** | The Krea2 LoRA Merge for Anima: two to four Anima LoRAs with a per-block A / B curve. |\n| **LC Checkpoint Save** | Saves an all-in-one checkpoint (model, clip, vae) with an enabled toggle to skip the save. metadata: keep all, or necessary only (no workflow or training details). |\n| **LC Diffusion Model Save** | Saves just the diffusion model, with no clip or vae. Same metadata switch. |\n| **LC Face Variety Scorer 🧑🤝🧑** | Scores how alike the faces in a batch are (0 to 1, lower = more variety), plus a crowd score for group shots. Photo (ArcFace) or anime (CCIP) mode. |\n| **LC Fingerprint Identify 🔎** | What is this model made of? Its recipe from your fingerprint library, block by block: which models were merged and at what ratio, merged-in LoRAs with their strength, how sure it is of each, and a heatmap. It can only name what is in the library. |\n| **LC Fingerprint Library 📚** | Goes through your folders and stores a small fingerprint (about 1 MB) of every model and LoRA, with its family. Once a file is in, the original can go. Reruns only add what is new. |\n| **LC Krea2 Block Merge Advanced** | Merges Krea2 checkpoints with a draggable per-block ratio curve across the 28 blocks plus sliders for the named regions. |\n| **LC Krea2 LoRA Block Scan** | Finds where a LoRA locks the face or changes the whole image by turning off one block group at a time, and suggests a block curve for the Editor. |\n| **LC Krea2 LoRA Editor** | Loads a Krea 2 LoRA with each of the 28 blocks turned up or down, attention and MLP scaled separately, and spikes softened. |\n| **LC Krea2 LoRA Merge** | Merges two to four Krea 2 LoRAs with a per-block A / B curve (sum or TIES). |\n| **LC Krea2 Semantic Vector Tuner** | Amplifies or attenuates specific regions of a single Krea2 checkpoint's weights (not a merge). |\n| **LC LoRA Bake 🍞** | Bakes up to 4 LoRAs into a model file and saves it as a new model, with an optional per-block curve. Reads every LoRA format ComfyUI reads and writes the recipe into the file. Runs on the CPU, no VRAM needed. |\n| **LC LoRA Extract** | Turns a finetune into a LoRA (finetuned minus its base): all layers, blocks only or a custom block list. Unchanged layers are left out. |\n| **LC LoRA Save** | Saves an edited or merged LoRA as a standard file with every edit baked in, optionally at a new rank, with enabled and embed_workflow switches. |\n| **LC Model Fingerprint 🔍** | One model against a reference, layer by layer, from the weights themselves: the same model at another precision, built on it, a block merge (the chart shows which blocks) or not related. With a LoRA: whether it was merged in and at about what strength. |\n| **LC Model Merge (any precision)** | Merges two models stored in different precisions (bf16 with fp8, int8, nvfp4 or GGUF, in either order). The result stays full precision. |\n| **LC Model Quantize 🗜️** | Saves a smaller copy of a model: fp8, mxfp8, nvfp4, int8 or int4 (load with the stock loader) or GGUF Q8_0 to Q2_K. From the wired MODEL (LoRAs baked in) or straight from a file of any size. |\n| **LC MOSS Block Merge Advanced** | Merges MOSS Image models with a draggable per-layer ratio curve across the 42 layers, plus sliders for the parts outside them (picture in, prompt in, timestep, modulation, final layer). Presets save and load. |\n| **LC Scoreboard 🏆** | Head-to-head counter for A / B tests: #1 Win, Tie and #2 Win buttons, with the leader and percentages shown on the node. |\n| **LC Strip Metadata 🧹** | Cleans the metadata out of a model you already saved (embedded workflow, training details, titles). The weights are copied byte for byte, never loaded, so it loads exactly as before. Writes a _clean copy or replaces the original. |\n| **LC VAE Compare** | Decodes the same latents with up to six VAEs, side by side with a 1:1 detail crop, a sharpness number and how far each lands from the first. |\n| **LC VAE Merge** | Merges the decoders of two VAEs of the same family, coarse shapes to fine texture. The encoder stays the base's, so the result still fits the models made for it. |\n| **LC VAE Save** | Saves a VAE to models/vae in fp32, bf16 or fp16. |\n\n---\n\"True Nothing is. Permitted Everything is\"- Yoda Auditore, Assassin's Wars"
8909 ],
8910 "widgets_values_named": {
8911 "language": "English ✏️",
8912 "text": "# Total nodes\n\n**253 nodes** across 5 packs. Deprecated nodes are listed but not counted.\n\n| Pack | Nodes | Version | Link |\n|---|---|---|---|\n| LC123 | 159 | v1.54.7 | [Repo](https://github.com/lonecatone23/ComfyUI_LC123_nodes) |\n| LC AV | 27 | v0.5.0 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_AV_nodes) |\n| LC MaskMaker | 29 | v0.29.3 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes) |\n| LC Vision | 12 | v1.6.18 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_Vision_nodes) |\n| LC ModelBuilder | 26 | v0.7.4 | [Repo](https://github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes) |\n\n---\n\n## LC123 v1.54.7\n\n[github.com/lonecatone23/ComfyUI_LC123_nodes](https://github.com/lonecatone23/ComfyUI_LC123_nodes)\n\n| Node | What it does |\n|---|---|\n| **CivitAI 🚩🔪** | Strips flagged terms from a prompt using a compliance list, as an aid only (you are still responsible for CivitAI's terms). Off until you switch it on. |\n| **LC Advanced Folder 📂** | Builds separate filename and path outputs for Image Saver style nodes, with optional prefix-in-path and timestamp. |\n| **LC Anima Regional Inline Canvas** | Paint RGB regions on the node and get a separate conditioning and mask for each region, for Anima regional prompting. |\n| **LC Any Empty Bool** | Outputs true if any connected input is empty, muted or bypassed. |\n| **LC Any Empty Float** | Runs the same empty test as Any Empty Bool and outputs an empty and a not-empty float. |\n| **LC Any Empty Int** | Runs the same empty test as Any Empty Bool and outputs an empty and a not-empty integer. |\n| **LC Any Index Switch** | Passes through the input at the chosen index and ignores the other slots. |\n| **LC AnySwitch** | Picks the first connected input out of 2 to 20 and locks to its type. |\n| **LC Apply LoRA Stack 🎚️** | Applies a LORA_STACK from LC LoRA Loader Stack (or any pack) to model and/or clip. |\n| **LC Apply LUT** | Applies a .cube 3D LUT from models/luts with a strength from 0 to 2. Starts on LC Crushed Blacks at 0.3. |\n| **LC Aspect Ratio Pipe (In/Edit)** | Packs image, mask, size, latent, batch and resolution into an LC_PIPE, or edits one, overwriting only the wired sockets. |\n| **LC Aspect Ratio Pipe Out** | Unpacks the aspect ratio fields of an LC_PIPE into separate sockets and passes the pipe on. |\n| **LC Auto White Balance** | Corrects white balance automatically with a choice of algorithm, a strength blend and a before/after wipe. |\n| **LC Basic Scheduler** | Outputs sigmas for the full step count (no denoise), made to feed LC Split Sigmas (Advanced) for dual-pass sampling. |\n| **LC Batch Image 🖼️** | Batches images from auto-growing slots, ignoring muted or missing ones and resizing later images to the first. |\n| **LC Bloom** | Adds a glow from the bright areas in Bloom, Pro-Mist (diffusion filter) or Halation (film edge glow) mode. |\n| **LC Boolean** | Turns a boolean, int or float into a clean true/false and shows it on the node. |\n| **LC Boolean Flip** | Outputs the opposite of its toggle. |\n| **LC Boolean Switch** | Picks the on_true or on_false input (any type) based on a boolean. |\n| **LC Boolean Value** | A plain boolean toggle you can wire anywhere. |\n| **LC Bounding Boxes 🔲** | Draw boxes on a picture for Flux 3 or MOSS Image: name each box, pick new, change, move or remove, and describe the result. For MOSS a box can be a character and get its own palette. Works in classic and Nodes 2.0. |\n| **LC Bypass Relay** | Gathers nodes on its left so a hub can mute or bypass all of them together through OPT_CONNECTION. |\n| **LC Bypasser Panel** (JS only) | A widgets-only remote for LC Bypasser, LC Mute or LC Groups Bypasser. |\n| **LC Bypasser** (JS only) | Bypasses linked nodes from one place with toggles or BOOLEAN inputs. |\n| **LC Chromatic Aberration** | Shifts the RGB channels apart to fake lens fringing, with pixel amount and direction per channel. |\n| **LC Color Match 🎨** | Matches an image's colors to a reference (AdaIN / mean-std) with optional skin protection and mask. |\n| **LC Combo Selector** | A dropdown that mirrors the options of another node's combo (sampler, scheduler, etc.) when wired into it. |\n| **LC Control Panel 🎛️** | Up to 16 sliders and on/off switches on one node, each on its own output. The gear on a row sets its type (number or boolean), name, range, step and INT or FLOAT. A new row plugged into a number or boolean input copies that input's settings. |\n| **LC Custom Combo** | Builds your own list of options and outputs the chosen text and its index. |\n| **LC Custom Combo Panel** | A remote control that picks the choice for an LC Custom Combo from another spot. |\n| **LC Denoise 💉** | Injects latent noise scaled to 1 minus your denoise value, using the same denoise you give the sampler. |\n| **LC Depth FX 🌫️** | Uses a depth map for atmospheric haze, light wrap and depth of field with real bokeh, with shared looks. |\n| **LC Detail Daemon (BETA)** | Adds fine detail by hiding a little of the noise from the model over a window of the steps, on the original Detail Daemon schedule. Look only (default), classic and keep structure modes. Sampler version. Goes on the low pass sampler. |\n| **LC Detail Daemon (model) (BETA)** | The same Detail Daemon as a model patch, for a plain KSampler. |\n| **LC Detail Pipe Out** | Unpacks the detailer settings (models, prompts, seed, cfg, sampler, scheduler, steps) from an LC_PIPE. protect_mask (bottom): the areas the pipe detailers redrew. |\n| **LC Dimension Resize 📐** | Adds, subtracts, multiplies or divides width and height by one value and rounds the results to integers. |\n| **LC Directional Blur** | Motion blur along one angle and length, set by dragging an arrow on the node. |\n| **LC Dynamic Overlay** | Overlays image B on image A and lets you adjust the opacity on the node after one run without regenerating. |\n| **LC Easy Folder 📂** | Builds a filename_prefix for the native Save Image node and creates the folders. |\n| **LC Film Grain** | Adds film grain with amount, contrast, size and mono or color options. |\n| **LC Film Grain (Video) 🎞️** | The same grain for a whole clip: GPU, a few frames at a time, with a progress bar. Grain sized to the video, so it survives compression. |\n| **LC Film Stock (B&W)** | Gives a black and white film look from presets with a strength blend. |\n| **LC Film Stock (Color)** | Gives a color film look from presets (toe, shoulder, gamma) with a strength blend. |\n| **LC Float Compare** | Outputs the larger or smaller of two floats. |\n| **LC Flux 3 Layout Prompt 🗺️** | Adds the boxes to a Flux 3 prompt as the table the model was trained on. Write <1>, <2> in the prompt for box 1, box 2. |\n| **LC Flux 3 Reference Latent 🖼️** | Up to 4 reference pictures for Flux 3 on the positive and negative, the negative the model wants and the latent size. |\n| **LC Get Image 📐** | Reads an image's width, height, megapixels, longer side, batch size and aspect ratio. |\n| **LC Groups Bypasser** (JS only) | Bypasses whole groups from one place, with one toggle per group. |\n| **LC Image Adjust** | Basic color grade (hue, saturation, brightness, contrast) with a mild sharpen or soften. |\n| **LC Image Batch From Folder 📂** | Loads a whole folder as one batch in alphabetical order, with max_images and start_index. |\n| **LC Image Compare 🔎** | Compares large batches of images with a compact dropdown and a stable image area. |\n| **LC Image Crop 🖼️🔪** | Crops by dragging a box and handles on the node, with an optional aspect lock. |\n| **LC Image Denoise** | Smart denoise with blur strength, edge preservation and a blend. |\n| **LC Image Desaturate** | Desaturates toward grayscale with a factor and a luminance method. |\n| **LC Image Grid 🖼️** | Arranges a batch of images into a grid with optional gap, outline and border. |\n| **LC Image Label** | A floating image sticker with drag-and-drop upload for annotating a workflow (no sockets). |\n| **LC Image Pass** | Passes an image straight through. Turned off, the next node sees nothing on that input and runs without it. |\n| **LC Image Ref Pipe In 🖼️** | Bundles up to 16 reference images into one pipe, with sockets that grow like Text Encode Qwen Image 2.1. |\n| **LC Image Ref Pipe Out 🖼️** | Unpacks an image ref pipe back into image_1 to image_16 in their original slots, pipe first. |\n| **LC Image RGB** | Offsets each color channel separately with an overall strength. |\n| **LC Image Split 🖼️** | A before/after wipe on the node whose output is the baked split for saving, with your own divider width and colour. |\n| **LC Image Stitch Multi 🖼️🪡** | Stitches images side by side or stacked from autogrow slots, with match size, align and an optional gap. |\n| **LC Image to Total Megapixels 📐** | Scales an image to a total megapixel count and outputs the resulting resolution. |\n| **LC Image-Mask Resize 📐** | Resizes an image and/or mask to a preset, custom size, multiplier or megapixel count, in multiples of divisible_by. |\n| **LC Int Compare** | Outputs the larger or smaller of two integers. |\n| **LC Int Split** | Splits a total into a + b at a fractional split point, so a + b always equals the total. |\n| **LC Invert Boolean** | Coerces a boolean, int or float and outputs the opposite. |\n| **LC Is Bypassed / Muted** | Outputs true if the node wired into it is bypassed or muted, read live without queuing. |\n| **LC Join Strings 🔗** | Joins multiple strings with a delimiter and skips the empty ones. |\n| **LC Krea2 Regional Inline Canvas** | Paint RGB regions on the node and get regional conditioning using the krea2 CLIP type. |\n| **LC Label 🏷️** | A floating text label for annotating a workflow, with fonts, color, outline and shadow (no sockets). |\n| **LC Last Image Holder** | Keeps the last generated image for before/after comparison, even after disconnecting. Hold until seed change keeps the first image of a seed to compare tweaks against. |\n| **LC Lens FX (deprecated)** | Hidden from search. Old workflows still run it. Use Lens Profile, Vignette and Film Grain instead. |\n| **LC Lens Profile** | Applies or corrects a named lens profile with adjustable strength. |\n| **LC Lift Gamma Gain** | Grades shadows, midtones and highlights with lift, gamma, gain and offset. |\n| **LC Lighting Control V2 🔦** | Relights an image with one or two spot or sun lights, warmth, color gels and hard or soft cast shadows. |\n| **LC Lighting Control 🔦 (deprecated)** | Old workflows still run it. Use LC Lighting Control V2 instead. |\n| **LC LoRA Loader Stack 🎚️** | Builds the same LoRA list as LC LoRA Loader, output as a LORA_STACK. |\n| **LC LoRA Loader 🎚️** | Applies any number of LoRAs from one node, with enable, strength and drag-to-reorder per row. |\n| **LC LoRA Loader (single) 🎚️** | One LC LoRA Loader row (on / off, folder picker, strength, Info) for a turbo or style LoRA on its own spot. Model only, no add or remove. |\n| **LC Mask Pass** | Passes a mask through. Turned off, the next node runs with no mask. Use it instead of bypassing the node that makes the mask. |\n| **LC MiniMax H3 Pipe** | Packs or edits an H3 pipe holding the prompts, references and settings for MiniMax H3. |\n| **LC MiniMax H3 Pipe Out** | Unpacks an LC MiniMax H3 pipe into its separate sockets. |\n| **LC MiniMax H3 Pipe Out V2** | Unpacks an H3 pipe V2, adding prompt, steps, cfg, seed, sampler and scheduler outputs. |\n| **LC MiniMax H3 Pipe V2** | Packs or edits an H3 pipe V2, which also carries prompt, steps, cfg, seed, sampler and scheduler. |\n| **LC Model Info ℹ️** | Wire any MODEL in: it follows the wire upstream (LoRA loaders, merges, LC Model Optimizer) and reads each file's header only. Shows the workflow a save node baked in (base models, LoRAs with strengths, merges), Kohya training info and trigger tags, card fields, GGUF type. Live on the node, no queue needed. The model passes through. |\n| **LC Model Optimizer (pipe) ⚡** | The same as LC Model Optimizer, plus an LC_PIPE out (model 2 carries Ideogram 4's second model). |\n| **LC Model Optimizer Video (pipe) ⚡** | The same as LC Model Optimizer Video, plus an LC_PIPE out (vae 2 carries the audio VAE). |\n| **LC Model Optimizer Video ⚡** | The video version: model, text encoder, video and audio VAE and latent upscaler for MiniMax H3 and LTX 2.5 / 2.3. On H3, Spectrum and Veda can be switched on when they are installed (spectrum / veda widgets). |\n| **LC Model Optimizer ⚡** | Loads the model, text encoder and VAE that suit your card, with the speed-ups that work on it. Downloads recommended files on the first run. Covers Krea 2 (Turbo and Raw), SDXL, Illustrious, Pony and more, plus Custom for any other model. Built-in Spectrum on MOSS Image and Krea 2 (spectrum widget to opt out). |\n| **LC MOSS Layout Prompt 🗺️** | Turns the boxes into MOSS Image's layout prompt: objects, characters and text with their own caption and palette, right where you drew them. Adds canvas (single, multi panel, collage), medium tags and palette, and outputs the size the boxes were drawn on. |\n| **LC Mute** (JS only) | Works like LC Bypasser, but Off mutes the linked nodes instead of bypassing them. |\n| **LC Natural Look 🍃** | Takes the AI look out: pulls back only the loudest colours, calms orange and plastic skin, rolls the highlights off, cuts the glossy glow and lifts fine texture (flat skin left out), with your black point, contrast and brightness kept and a whisper of grain. |\n| **LC Negative** | A negative prompt text box. |\n| **LC Node Snapshot 📋** | Reads another node's widgets and outputs the selected value, all lines, or JSON. |\n| **LC Note 📝** (JS only) | A markdown note that translates into ComfyUI's 14 languages on click through LC Vision, and shows @[card](link) lines as link cards. |\n| **LC Notify 🔊** | Plays a chosen sound when the node runs (always, on empty queue, or never). |\n| **LC Phone Filters 📱** | 37 phone-app filter presets (1977, Aden, Brooklyn, etc.) with strength and an on-node wipe. |\n| **LC Photo Style 📷** | Gives an image a phone-camera look from a style preset, with sliders and a strength blend. |\n| **LC Pipe (in/edit)** | Packs values into an LC_PIPE, or merges overrides into an existing pipe. |\n| **LC Pipe Combine** | Edits the top pipe with a second pipe: whatever the edit pipe carries overwrites the top one, everything else rides along. |\n| **LC Pipe Out** | Expands an LC_PIPE into individual sockets and passes the pipe on. protect_mask (bottom): the areas the pipe detailers redrew. |\n| **LC Preview Image 🖼️** | Previews an image and sits quietly instead of erroring when nothing arrives. |\n| **LC Preview Mask 🎭** | Previews a mask and sits quietly instead of erroring when nothing arrives. |\n| **LC Prompt to Conditioning + Zero** | Encodes a prompt into conditioning and also outputs a zeroed copy for the negative. |\n| **LC Reference Latent** | Attaches up to eight reference latents to conditioning. Chain more than one and they add up. |\n| **LC RTX Super Resolution ⚡** | NVIDIA RTX Video Super Resolution on pictures or video frames: upscale up to 4x, upscale a clean source, denoise or deblur. Quality LOW to ULTRA, scale or megapixels, strength. Shows an Install RTX support button when nvidia-vfx is missing. |\n| **LC Sampler Configure** | Central dual-pass sampler settings: steps, swap point, detailer steps, denoise, CFGs, sampler and scheduler. |\n| **LC Sampler Configure (pipe)** | Dual-pass sampler settings with an optional pipe in and a pipe out. |\n| **LC Sampler Configure Pipe Out** | Unpacks an LC_PIPE into the sampler configure sockets, plus the latent. |\n| **LC Sampler Configure Simple** | Single-pass sampler settings with one CFG and no step swap. |\n| **LC Sampler Configure Simple (pipe)** | Simple sampler settings that read from and write to an LC_PIPE. |\n| **LC Sampler Scheduler ⚙️** | Pick the sampler and scheduler once and wire them to every KSampler, so they all change together. |\n| **LC Save Image 💾** | Saves images with workflow metadata, and CivitAI parameters when paired with LC Save Metadata. |\n| **LC Save Metadata 🏷️** | Builds the metadata (models, AIR or URL, settings) that LC Save Image writes. |\n| **LC Seed Jump 🌱** | Takes a seed and a jump value and outputs the seed plus five successive jumps. |\n| **LC Sharpen Pro** | Undoes softness (deconvolution) with texture and clarity, halo control and skin protection (optional skin_mask from LC Skin Master). Presets for photos, line art, anime and illustration. |\n| **LC Show Any 🔤** | Shows any value on the node and passes it through with its type unchanged. |\n| **LC Show Text 🔤** | Shows a string on the node and passes it on. |\n| **LC Sigma Curve** | Draw a custom sigma curve on the node, save it, and reuse it. |\n| **LC Sigma Resample** | Resamples a sigma curve to a new step count while keeping its start and end sigma (also registered as LCChangeStepCount). |\n| **LC Sigmas (BETA)** | One scheduler for one- and two-pass sampling: sigma curve presets (base, beta, flowmatch, hyperbolic, gaussian, your saved curves) you can bend by dragging the graph, step swap, denoise, continue or renoise on the second pass, and sigma shift. Takes regular and RES4LYF / ClownShark sampler names. |\n| **LC Size Pad 📐** | A 2D slider for width x height: drag the frame's corner. Model presets (MiniMax H3, Krea 2, SDXL, LTX, Klein 9B, Wan 2.2) snap to the model's step and stop at its megapixel limit; aspect lock and portrait / landscape flip. |\n| **LC Skin Beauty ✨** | Cools, brightens and evens skin in LAB with presets, protecting highlights, with an optional mask. Runs on GPU or CPU. |\n| **LC Skin Master ✨ (BETA)** | The whole skin chain in one node on one face-aware skin map: grit, pores, blemishes, lines, freckles, eyes, skin tone and colour, each done once. Presets from a light clean-up to plastic-skin restore, weathered and sun-kissed. Outputs the skin mask for Sharpen Pro. |\n| **LC Skin Texture ✨ (BETA)** | Adds real pore texture to skin that came out too smooth, from a real skin photo (only its fine relief, never its colour). Optional protect_mask leaves the detailers' areas alone. |\n| **LC Skin Upscale** | Upscales only the masked skin area with a CNN model and blends it back. Optional protect_mask leaves the detailers' areas alone. |\n| **LC Slider** | A slider on the node face that outputs an int or float. |\n| **LC Speed Boost (BETA) 🚀** | About 2x faster sampling (about 1.4x on SDXL / Pony / Illustrious), same quality: the picture starts at half size and grows to full size partway through. Plug it into the high pass sampler. Does not work on MOSS Image. |\n| **LC Speed Boost 🚀 KSampler (BETA)** | A KSampler with Speed Boost built in. Same inputs, plus start / end at step so it can chain into another sampler. Takes ClownShark (RES4LYF) samplers. |\n| **LC Split Sigma Scheduler** | Splits sigmas between two models for a dual-model SamplerCustomAdvanced. |\n| **LC Split Sigmas (Advanced)** | Splits sigma curves at a swap step into a high and a low set. |\n| **LC Stop 🛑** | A queue breakpoint you can enable. The play button (or Run) carries on with the same seeds, so everything above the stop comes from the cache. |\n| **LC Text Overlay** | Draws text on an image with a draggable position, font size and color. |\n| **LC Text Remove 🔪** | Removes up to twenty substrings from a text, in order. |\n| **LC Text Replace ✂️** | Runs up to twenty find and replace pairs (optionally regex) on a text. |\n| **LC Timer ⏱️** | Times every run and scores the newest one against the 5 before it: faster in green, slower in red. Lists the last 10 runs. Stopped and fully cached runs are left out. |\n| **LC Tone Match** | Keeps the reference's broad lighting and color while keeping the image's fine detail, with an optional mask. |\n| **LC Vibrance** | Smart saturation (vibrance) with optional plain saturation and skin protection. |\n| **LC Vignette** | Darkens or brightens the edges of the image. |\n| **LC VRAM Cache Clear** | A pass-through node that clears GPU and model cache when it runs, also on its own branch with nothing after it. |\n| **LC Watermark 💧** | Composites a watermark image you position by dragging, with live size and opacity. Transparent PNGs keep their transparency through watermark_mask. |\n| **LC Weighted Prompt ⚖️** | A prompt box with a weight per word: click a word, move the slider (green above 1 with its number, red below, under 0 taken out). Type in the box or wire a prompt in and edit it there; block (on change, always, never) decides which one is used. Krea 2 (plain, Image Reference Edit, Identity Edit, ControlNet) and CLIP models. |\n| **LC Widget To String** | Reads a widget on another node as a string. |\n| **LC ✂️ Duplicate Tags 🏷️** | Removes repeated tags so none gets double weight (long_hair = (long hair:1.2)). Optional second prompt to merge two and clean them together. |\n| **LC 🚦** | A light for a boolean: one color for true, one for false (or none). Colors behind the gear. |\n| **Prompt** | A prompt text box (was LC Positive). The Vision Assistant swaps it in for other packs' text boxes, or LC Negative when the box feeds a negative. |\n| **Prompt to Conditioning** | Encodes a text prompt into CLIP conditioning. |\n| **🌱LC Seed** | A utility seed with a mode that also works when you queue only this node. |\n| **🎨LC Color Palette** | Picks a 4 to 6 color palette from a preset or from an image, for use in prompts. |\n| **🎲LC Wildcard** | Picks a random line from a wildcard text file. |\n| **📐 LC Aspect Ratio Simplifier** | Resizes an image and/or mask to a target size and outputs image, mask, size, empty latent and batch. |\n| **📐 LC Aspect Ratio Simplifier (pipe)** | Does the same as the Aspect Ratio Simplifier and adds a pipe output for Get/Set. |\n| **📝 LC Save Text** | Writes a text string to a file in the output folder. |\n| **🗒️LC Camera** | Sets camera framing and depth of field for a prompt from distance and angle presets. |\n| **🗒️LC Lighting** | Sets lighting style and direction for a prompt from presets plus your own notes. |\n| **🗒️LC Scene Builder** | Builds a scene description from scene presets and objects. |\n| **🗒️LC Style Selector** | Picks a style preset (and quality level) for a prompt and adds your own notes. |\n| **🗒️LC Subject** | Describes the subject of a prompt with freeform text plus pose, action, outfit and placement options. |\n| **🗒️LC Subject Array** | Combines several subject outputs into one line. |\n| **🧩LC Prompt Assembler** | Assembles the prompt builder pieces (subject, camera, lighting, style, scene) into one prompt or JSON. |\n\n---\n\n## LC AV v0.5.0\n\n[github.com/lonecatone23/ComfyUI_LC_AV_nodes](https://github.com/lonecatone23/ComfyUI_LC_AV_nodes)\n\n| Node | What it does |\n|---|---|\n| **LC Audio Channel 🎚️** | Splits stereo audio into left and right, and duplicates mono to both. |\n| **LC Audio Crop ✂️** | Crops audio from a start time to an end time (MM:SS). |\n| **LC Audio Duration ⏱️** | Outputs the audio length as seconds and minutes, as int and float. |\n| **LC Audio EQ 3-Band 🎛️** | A 3-band equalizer with a low shelf, a peaking mid and a high shelf. |\n| **LC Audio Separate 🎼** | Splits audio into Bass, Drums, Other and Vocals stems with Hybrid Demucs. |\n| **LC Audio Volume 🔊** | Changes audio volume with a slider and soft-clips after the gain. |\n| **LC AV Pipe (in/edit) 🎬** | Packs or edits an LC_AV_PIPE holding video, audio and settings. |\n| **LC AV Pipe Out 🎬** | Unpacks an LC_AV_PIPE into its slots and passes the av_pipe on. |\n| **LC Create Video 🎬** | Builds an LC_AV_PIPE from an image batch (it does not encode a file). |\n| **LC Final Frame 🖼️** | Outputs the last frame of an image batch. |\n| **LC Frame Interpolate 🎞️** | Smooth motion with RIFE 4.26: any frame rate, not just 2x, with a progress bar. Holds hard cuts and matches the video to its sound. |\n| **LC Get Latent Size 📐** | Reads the pixel width and height of a latent, plus batch and frames for video latents. |\n| **LC H3 Audio Sync (BETA) 🎤** | Makes an H3 video perform your own track (a song, a line of dialogue) instead of sound the model invents. |\n| **LC H3 Make (BETA) 🎥** | Makes the shots of an LC H3 Story: builds the next one, samples it and saves it (takes, the tail the next shot starts from, the joined movie). |\n| **LC H3 Save to Story (BETA) 🃏** | Puts a picture straight onto its Story card or a shot's start / end frame. Cast, outfit and prop pictures are cut out onto plain grey. |\n| **LC H3 Shot Card (BETA) 🎞️** | Storyboard frames with any image model: one shot's start or end frame as a prompt, its blocking boxes, the background and the cast pictures. |\n| **LC H3 Story (BETA) 🎬** | The whole movie on one node: cast, outfits, places, props and shots. Each shot's text is exactly what H3 gets, and it warns you before you render. |\n| **LC H3 Story Card Prompt (BETA) 📝** | Turns a Story cast, outfit, place or prop card into a prompt and an empty latent for any image model, so the card gets its picture. |\n| **LC H3 Ultimate Upscale (BETA) 🔭** | The MMH3 Ultimate Upscale in one node for a normal MiniMax H3 workflow: H3 latent upscaler plus a light tiled H3 pass. |\n| **LC H3 Upscale (BETA) 🔭** | Upscales one long-video segment per run from its saved latent, once the cut is final. |\n| **LC Load Audio 📂** | Loads audio from the input folder with start and end trim and a preview player. |\n| **LC Load Video 🎞️** | Loads a video exactly as it is: every frame at its own size, its sound and its frame rate. No resizing or frame skipping. |\n| **LC Pipe → AV Pipe 🔌** | Converts an LC_PIPE or MiniMax H3 pipe into an LC_AV_PIPE, copying only the shared fields. |\n| **LC Preview Video 📺** | Plays a video on the node, from a file or a batch of frames with its sound. Nothing is saved to your output folder. |\n| **LC Save Video Metadata 🏷️** | Builds the same metadata as LC Save Metadata, for LC Save Image or LC Save Video. |\n| **LC Save Video 💾** | Saves video with Video Combine style options (frame rate, loop, format, pingpong, crf, pix_fmt, audio). |\n| **LC VAE Decode 🧩** | A VAE Decode with a switch between full and tiled decoding. |\n\n---\n\n## LC MaskMaker v0.29.3\n\n[github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes](https://github.com/lonecatone23/ComfyUI_LC_MaskMaker_nodes)\n\n| Node | What it does |\n|---|---|\n| **LC 360 View 🧭** | Flat camera views out of a 360 panorama: drag on the node to aim, list views as name: yaw, pitch, fov and get them all as one batch. One panorama gives every shot of a scene the same room. |\n| **LC Auto Adjust 🔆** | One-click auto levels (per channel, luminance, saturation or mono) with trims, a strength blend and an optional mask. |\n| **LC Character Detailer (BETA) 🩹** | LC Smart Detailer for one character: SAM 3 finds every match, then only the one you pick is redrawn (left to right, largest, or the one inside a box from LC Bounding Boxes). Give each character its own LoRA branch and detailer, so a character LoRA never bleeds onto the other faces. |\n| **LC Character Detailer (pipe) (BETA) 🩹** | The same, with model, VAE and sampler settings from the LC pipe. A wired model overrides the pipe's. |\n| **LC Create Mask 🖼️✏️** | Draws a mask right on the node with points or a freehand pencil, with feather, invert and opacity built in. |\n| **LC Depth Anything V2 🌊** | Makes a Depth Anything V2 depth map (bright = near) as an image and a mask. Model list reads the same on every machine. |\n| **LC Detail Finder (BETA) 🎯** | A detailer per character, step 1: SAM 3 finds every match once (every face). With face, hair each face gets its own hair. |\n| **LC Detail Sorter (BETA) 🔢** | Step 2: puts the SAM 3 masks in order (left to right, right to left, top to bottom, largest first) and breaks them out as outputs 1 to 8, numbered on the preview. |\n| **LC Detailer For Each (BETA) 🩹** | Step 3, one per character: redraws that person with their own LoRA branch, conditioned prompt and seed. Works on its own or on an LC pipe; anything plugged in beats the pipe. Same engine as LC Smart Detailer. |\n| **LC Face Crop 📐** | Crops to a format with the faces placed well instead of a blind centre crop, using the Aspect Ratio Simplifier presets. Framing from widest to face only. |\n| **LC Image Blend Advance 🎚️** | Places a layer on a background (position, scale, rotate, mirror) and blends it with 29 blend modes through an optional mask. |\n| **LC Outpaint, Rotate, & Pad 🔄** | Turn, crop and pad a picture by dragging on the node, with a portrait / landscape flip. The mask covers the padding and the corners a turn opens up. max_megapixels stops the frame at that size. |\n| **LC Krea2 AnyPaint 🩹** | Krea 2 inpaint and outpaint with the AnyPaint LoRA. Everything outside the mask comes back exactly as it was, and the seam disappears. |\n| **LC Z-Image AnyPaint 🩹** | The same inpaint and outpaint for Z-Image (Turbo / Base), painted by the Z-Image Fun ControlNet Union 2.1 patch instead of a LoRA. Everything outside the mask comes back exactly as it was. |\n| **LC SDXL AnyPaint 🩹** | The same inpaint and outpaint for any SDXL checkpoint (SDXL, Pony, Illustrious), painted by ControlNet Union ProMax, Fooocus inpaint optional. No LoRA needed. |\n| **LC Flux 3 Klein AnyPaint 🩹** | The same inpaint and outpaint for Flux 3 Klein, painted in edit mode with AusBoss's Outpaint LoRA: the area is filled gray and the model fills it while your picture stays put. |\n| **LC MOSS Box Edit 🖌️ (BETA)** | Draw boxes on a picture with LC Bounding Boxes and MOSS Image redraws only those boxes, seeing the whole picture while it works; everything outside stays pixel for pixel the same. Change clothes, add a character or a sign, or take something out. |\n| **LC MOSS Control 🕹️** | ControlNet for MOSS Image: the picture follows a depth map (pose, shape) and / or a color region map, with an end point for each. Runs darask0's Color-Depth Control adapter. |\n| **LC Mask Refine ✨** | Tightens a mask with a trimap, using a guided filter or VITMatte on the edge band only, with a before/after wipe. |\n| **LC Normal Map (BAE) 🗺️** | Makes a BAE surface normal map (RGB = XYZ), the same style ControlNet's normal_bae makes. |\n| **LC Outpaint 🖌️➕** | Drag the canvas edges outward on the node to build a grey canvas and a mask of the new area. max_megapixels stops the edges at that size. |\n| **LC Person Mask 🧍** | Selects parts of a person (face, hair, body, clothes, accessories, background) with Segformer or MediaPipe. remove_features makes a skin-only mask. |\n| **LC Remove Background ✂️** | Removes the background with BiRefNet and outputs an RGBA cutout, the mask and the subject on a solid color. |\n| **LC Segment Anything 🎯** | Selects things by describing them, using GroundingDINO + SAM or SAM 3, with optional edge refine. |\n| **LC Smart Detailer 🩹** | Replaces the SEGS / Impact detailers. Finds what you type (hands, face, eyes) with SAM 3 and redraws each one in its own upscaled crop, then blends it back in. |\n| **LC Smart Detailer (pipe) 🩹** | The same, with model, VAE and sampler settings from the LC pipe. A wired model or VAE overrides the pipe's. |\n| **LC Touch Mask (BETA) 👆** | Mask one thing exactly: draw around it and SAM 3 finds its edges. Tap it to grow to the next bigger thing (face, face + hair, head, person), double-tap to step back. Ctrl + draw cuts out. Threshold, smooth and a fine edge finish built in. |\n| **LC VOSR2 Upscale 🧩** | Fast, low-VRAM upscale with VOSR 2.0, built in: sharpens and adds fine detail without redrawing the picture. 1.5x to 4x in one pass, 6x and 8x in two. |\n| **LC VOSR2 Upscale (pipe) 🧩** | The same on the LC pipe, after the pipe detailers. Carries the detailers' areas to the new size (protected output) for LC Skin Upscale / LC Skin Texture. |\n\n---\n\n## LC Vision v1.6.18\n\n[github.com/lonecatone23/ComfyUI_LC_Vision_nodes](https://github.com/lonecatone23/ComfyUI_LC_Vision_nodes)\n\n| Node | What it does |\n|---|---|\n| **LC Vision Showrunner (BETA) 🎬** | Plans a long MiniMax H3 video as CUT / CONTINUE segments, fixes each join to how the last segment really ended, and saves / loads the project file (shot list, references, settings). |\n| **LC Vision Reviewer 🕵️ (BETA)** | Quality gate: yes/no checks on hands, faces, text, artifacts, prompt match and your own questions. Flags a bad render, or blocks everything after it. |\n| **LC Vision Shot List (BETA) 📋** | The story for the Showrunner, filled in like a form: the place, the cast and one row per shot. Suggests the segment count and warns about lines too long for their shot. No AI involved. |\n| **LC Vision Storyboard Builder (BETA) 🎞️** | Pictures for a Showrunner movie: finds what the project is missing (faces, places, anchors) and makes one prompt, latent and seed per picture for the sampler. |\n| **LC Vision Storyboard Save (BETA) 🎞️** | Saves the Storyboard Builder's pictures into the project. 📂 Load on the Showrunner adds them to the Reference Assembler. |\n| **LC Vision Storyboard Sheet (BETA) 🎞️** | The storyboard on the node: a card per picture. ✅ Use puts it in the Reference Assembler, ↻ makes it again, ✎ changes its prompt. Nothing to wire. |\n| **LC Vision Redirect (BETA) 🔬** | Kept for older workflows: LC Vision Showrunner now fixes the joins itself. |\n| **LC Vision Danbooru Caption 🏷️** | Prompts for SDXL, Pony and Illustrious from one image or a rough idea: a short or detailed caption, real Danbooru tags, or a sentence plus tags. Optional quality tags and a matching negative. |\n| **LC Vision Caption 📝** | Generates text from a loaded LC Vision model, an instruction, up to three reference images and a reference video. |\n| **LC Vision Loader 🔬** | Loads a Qwen-VL GGUF model and its vision projector. keep_model_loaded off unloads it after the Vision nodes are done, so the image model gets the whole card. |\n| **LC Vision Moviemaker 🎥** | Plans a video as several continuous segments in one call, each written as a self-contained MiniMax H3 prompt. |\n| **LC Vision Prompt Enhancer 📝** | Rewrites a prompt through an LC Vision model using a preset instruction (text only). Wire LC MOSS Layout Prompt into it and it enhances the scene and boxes, boxes kept. |\n\n---\n\n## LC ModelBuilder v0.7.4\n\n[github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes](https://github.com/lonecatone23/ComfyUI_LC_ModelBuilder_nodes)\n\n| Node | What it does |\n|---|---|\n| **LC Anima Block Merge Advanced** | The Krea2 Block Merge Advanced for Anima: a curve over its 28 blocks plus sliders for the x embedder, timestep embedder and norm, LLM adapter and final layer. Presets. |\n| **LC Anima LoRA Block Scan** | The Krea2 LoRA Block Scan for Anima, scoring anime faces with CCIP. |\n| **LC Anima LoRA Editor** | The Krea2 LoRA Editor for Anima: same controls, Anima's 28 blocks and layer types. |\n| **LC Anima LoRA Merge** | The Krea2 LoRA Merge for Anima: two to four Anima LoRAs with a per-block A / B curve. |\n| **LC Checkpoint Save** | Saves an all-in-one checkpoint (model, clip, vae) with an enabled toggle to skip the save. metadata: keep all, or necessary only (no workflow or training details). |\n| **LC Diffusion Model Save** | Saves just the diffusion model, with no clip or vae. Same metadata switch. |\n| **LC Face Variety Scorer 🧑🤝🧑** | Scores how alike the faces in a batch are (0 to 1, lower = more variety), plus a crowd score for group shots. Photo (ArcFace) or anime (CCIP) mode. |\n| **LC Fingerprint Identify 🔎** | What is this model made of? Its recipe from your fingerprint library, block by block: which models were merged and at what ratio, merged-in LoRAs with their strength, how sure it is of each, and a heatmap. It can only name what is in the library. |\n| **LC Fingerprint Library 📚** | Goes through your folders and stores a small fingerprint (about 1 MB) of every model and LoRA, with its family. Once a file is in, the original can go. Reruns only add what is new. |\n| **LC Krea2 Block Merge Advanced** | Merges Krea2 checkpoints with a draggable per-block ratio curve across the 28 blocks plus sliders for the named regions. |\n| **LC Krea2 LoRA Block Scan** | Finds where a LoRA locks the face or changes the whole image by turning off one block group at a time, and suggests a block curve for the Editor. |\n| **LC Krea2 LoRA Editor** | Loads a Krea 2 LoRA with each of the 28 blocks turned up or down, attention and MLP scaled separately, and spikes softened. |\n| **LC Krea2 LoRA Merge** | Merges two to four Krea 2 LoRAs with a per-block A / B curve (sum or TIES). |\n| **LC Krea2 Semantic Vector Tuner** | Amplifies or attenuates specific regions of a single Krea2 checkpoint's weights (not a merge). |\n| **LC LoRA Bake 🍞** | Bakes up to 4 LoRAs into a model file and saves it as a new model, with an optional per-block curve. Reads every LoRA format ComfyUI reads and writes the recipe into the file. Runs on the CPU, no VRAM needed. |\n| **LC LoRA Extract** | Turns a finetune into a LoRA (finetuned minus its base): all layers, blocks only or a custom block list. Unchanged layers are left out. |\n| **LC LoRA Save** | Saves an edited or merged LoRA as a standard file with every edit baked in, optionally at a new rank, with enabled and embed_workflow switches. |\n| **LC Model Fingerprint 🔍** | One model against a reference, layer by layer, from the weights themselves: the same model at another precision, built on it, a block merge (the chart shows which blocks) or not related. With a LoRA: whether it was merged in and at about what strength. |\n| **LC Model Merge (any precision)** | Merges two models stored in different precisions (bf16 with fp8, int8, nvfp4 or GGUF, in either order). The result stays full precision. |\n| **LC Model Quantize 🗜️** | Saves a smaller copy of a model: fp8, mxfp8, nvfp4, int8 or int4 (load with the stock loader) or GGUF Q8_0 to Q2_K. From the wired MODEL (LoRAs baked in) or straight from a file of any size. |\n| **LC MOSS Block Merge Advanced** | Merges MOSS Image models with a draggable per-layer ratio curve across the 42 layers, plus sliders for the parts outside them (picture in, prompt in, timestep, modulation, final layer). Presets save and load. |\n| **LC Scoreboard 🏆** | Head-to-head counter for A / B tests: #1 Win, Tie and #2 Win buttons, with the leader and percentages shown on the node. |\n| **LC Strip Metadata 🧹** | Cleans the metadata out of a model you already saved (embedded workflow, training details, titles). The weights are copied byte for byte, never loaded, so it loads exactly as before. Writes a _clean copy or replaces the original. |\n| **LC VAE Compare** | Decodes the same latents with up to six VAEs, side by side with a 1:1 detail crop, a sharpness number and how far each lands from the first. |\n| **LC VAE Merge** | Merges the decoders of two VAEs of the same family, coarse shapes to fine texture. The encoder stays the base's, so the result still fits the models made for it. |\n| **LC VAE Save** | Saves a VAE to models/vae in fp32, bf16 or fp16. |\n\n---\n\"True Nothing is. Permitted Everything is\"- Yoda Auditore, Assassin's Wars"
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9860 "text": "## Overview\n\n### 💡Cat, what did you do to all the stuff you had here? \n\n- [read about it here](https://civitai.red/articles/35997/sampler-scheduler-and-sigmas-what-they-actually-do-and-why-yours-might-be-wrong)\n\n- Sigma Selector is now **Sigma_curve presets**\n- Sigma Resample only really worked on the first pass, so now is **first-pass-resample**\n- I couldn't drag a built sigma. Now I can.\n- *Res4lyf* 😮💨 made it so you couldn't hook their sampler up directly. **🤡Clownsampler** is now built in 🛠️\n\n**Dual Samplers**\n- One model, two passes: the high pass builds the picture (with Speed Boost), the low pass finishes it (with Detail Daemon).\n- **Skip Layer 22** sits in front of both (Noodle Soup): MOSS's own advice, it keeps fine detail from falling apart.\n- 25 steps, **step_swap** 15: the last 10 steps run on the low pass.\n\n**VRAM and processing speed**\n- MOSS runs two model calls per step (cfg), and Skip Layer adds a third on the first half. About 15 s for 25 steps at 1 MP on a 5090 with Speed Boost.\n- 🧀 cheese should not have holes 🤔\n- **BBOX PROMPT** will slow your processing speed down. This is normal.\n\n---\n## ⚙️ Settings:\n\n**Denoise (now up top)**\n- Mainly for I2I 🖼️. Works well at higher levels. I like leaving it around 0.97 for everyday use, but it is also the first thing I go to when I want to change a pose.\n\n**🤡 ClownSamplerSelector**\n- One of the main advantages of ClownShark samplers is their **fully_implicit**, **diag_implicit** and many other **sampler** options.\n-- **ClownSampler Selector:** pick any of the Clown samplers by hand. *note:* everything else in the workflow follows your choice in the *⚙️ User Settings* area.\n- ⚠️ Fully implicit samplers (radau_iia_3s, etc.) call the model several times per step. Same picture, about 3x slower.\n\n**Skip Layer 22**\n- MOSS recommends that this stays on\n- Why you’d turn it off:\n - From MOSS documentation: “Turning off SLG will make the output image look very realistic, but it may also cause some details to collapse.” \n- So it’s a trade: on = details stay intact, off = a more realistic look with a risk of details breaking down.\n\n---\n**LC Speed Boost (BETA) 🚀**\n- Starts the picture at half size and grows it to full size partway through. About 2x faster sampling, same quality **(roughly 33% off a full run).**\n- Lives on the **High Pass Sampler** only. The low pass finishes at full size.\n- On MOSS it grows at noise 0.85 (about 1.6x): earlier grows left faces blotchy. With the 8-step turbo LoRA it grows at 0.7 (2.4x).\n- **auto (pick):** grows at the right step for the schedule.\n- **grow_at_step:** set it yourself when auto is off. **0 = off.**\n- ⚠️ The layout follows the model's trained size, so a seed frames a bit tighter with it on. Re-rendering an old seed? Set grow_at_step to 0 for that run.\n- Upscale and image to image passes run as normal: their layout comes from your image.\n- 🤔 **meh** factor: This changes the image slightly when turned on and off on the same seed 🌱\n\n---\n### LC Sigmas (BETA)\n\n- **One scheduler for both passes.** The graph on the node shows the whole schedule: orange = first pass, blue = second pass, dashed = the preset before your edits. Drag the node taller and the graph grows.\n- **sampler:** the green line under the graph tells you what tested best for your model. MOSS here: er_sde + simple.\n- **sigma_curve_presets:** the shape of the schedule. Only the settings for the one you pick show up.\n * base: a plain scheduler, picked in base_scheduler. 🥱\n * beta: the beta curve with your own alpha and beta.\n * flowmatch: the FlowMatch curve. 😎\n * **hyperbolic / gaussian:** the base curve bent by tanh, a bell curve, etc. 🤫🫙👍🏼\n * saved: any curves you decided at the time might be worth keeping, but will probably never use again 🤔\n- **Drag a point on the graph to bend the curve.** smooth pulls the neighbours along (smooth_radius = how many), spike moves just that point. reset curve undoes it, save curve keeps it as a preset.\n- **steps:** total steps for both passes together.\n- **step_swap:** the step where the low pass takes over. 15 of 25 here. 0 = one pass only.\n- **first_pass_resample:** stretches out the schedule for the first pass, giving it more time to build structure. 1 = off. (1.15 is my favorite)\n- **low_pass:** *continue noise schedule* = the second pass finishes the leftover noise. *renoise* = the first pass finishes the picture, then fresh noise goes back up to the swap level, so the second pass has something to refine. *Swap late* = a little clean-up, *earlier* = heavier refining.\n- **denoise:** I2I. denoise_steps: full schedule = denoise covers the whole run. at step swap = the first pass only, so the second pass refines on its own.\n- **sigma_shift:** leave it on use model default. Higher = more steps on composition, lower = more on detail. flowmatch and saved curves ignore it.\n- **💡 Flow models (MOSS, Krea 2, Z-Image, Flux 2):** beta, beta57 and simple are safe in base_scheduler. Karras, kl_optimal and linear_quadratic burn.\n- ⚠️ MOSS has shift 5 built in. Change it only with ModelSamplingAuraFlow (User Settings). ModelSamplingSD3 turns MOSS into noise.\n- ⚠️ Go easy dragging a gaussian curve down. It already keeps the noise high, and a big drag cuts the detail steps short and burns the picture.\n\n---\n\n**LC Detail Daemon (BETA)**\n- Adds detail by telling the model there is a little less noise than there really is, so it removes a little less and keeps more fine texture.\n- **amount** uses the same scale as the original Detail Daemon (1.0 = 10% less noise at the peak), but it is never multiplied by your CFG.\n- **start / end** are steps, like the original: 0.15 to 0.85.\n- **peak** and **exponent** do more than the amount. **peak 0** = strongest at the start of the window, on the noisy steps where it shapes things. **exponent 0** = full strength across the whole window.\n- **mode:**\n - **look only** (default): crisp detail without big reshuffles.👈🏼\n - **classic:** the original. Small things shift (folds, windows, background focus).\n - **keep structure:** only the fine part of the change is kept, so the layout stays exactly where it was. About 45% slower.\n- ⚠️ Samplers that add their own noise (SDE, ancestral, res_2s / res_3s, ClownShark at eta 0.5) + Detail Daemon = specks. Lower the amount or pick a noise-free sampler.\n\n---\n\n**LC Stop 🛑**\n- When turned on, the generation stops here. It lets you make changes before committing to the upscalers, detailers, etc.\n- Change the settings after it based on how your image came out, then hit **⏯️**.\n- My favorite low VRAM trick.\n- 💡⚠️ **If you have a random seed turned on, it will keep starting from scratch. Make sure to fix the seed!**\n\n**Notify 🔊**\n- Makes a sound when it gets to this point, so you don't have to sit there and watch it.\n- You're welcome 😉\n\n---\n\n**Best LC Sigmas Settings**\n| Model | sampler + scheduler_shape | steps | step_swap | Detail Daemon amount (look only) | Notes |\n|---|---|---|---|---|---|\n| **MOSS Image (SFT)** | er_sde + simple | 25 | 15 | 0.34 | This workflow. Turbo LoRA: euler, 8 steps, cfg 1 |\n| **Krea 2 Turbo / Krealism** | euler + beta57 | 8 | 7 | 1.0 | The everyday setup |\n| **Krea 2 Raw** | euler + beta57 | 20 - 30 | 18 - 27 | 0.5 | More steps = it hits harder |\n| **Z-Image Turbo** | uni_pc + simple | 8 - 9 | 8 | 0.75 | Takes detail the best |\n| **Flux 2 Klein** | uni_pc + simple | 4 | off | off | Too few steps: it shifts the light instead of adding detail |\n| **SDXL / Illustrious / Pony** | dpmpp_2m + karras | 25 - 30 | 23 - 27 | 0.75 | Karras is fine here, not on flow models |\n\n**Best Detail Daemon Settings**\n| Preset | amount | start | end | peak | exponent | mode | Recommended for | Notes |\n|---|---|---|---|---|---|---|---|---|\n| **Balanced** (default) | 1.0 | 0.15 | 0.85 | 0 | 0 | look only | Everyday use | The tested setting |\n| **Gentle sharpen** | 0.5 | 0.20 | 0.80 | 0.5 | 1 | look only | Portraits, skin | Barely moves anything |\n| **Original look** | 0.5 | 0.15 | 0.85 | 0 | 0 | classic | The old Detail Daemon feel | Small things shift |\n| **Keep layout** | 0.5 | 0.15 | 0.85 | 0 | 0 | keep structure | When nothing may move | About 45% slower |\n| **Smooth** | -0.5 | 0.15 | 0.85 | 0 | 0 | look only | Busy or grainy renders | Negative = smoother, less detail |\n\n### 💡 Quick Tips:\n- **peak** and **exponent** at 0 is where the punch comes from. Raise them for a gentler sharpen.\n- **amount** is the original Detail Daemon's scale: 1.0 = 10% less noise at the peak.\n- **classic** and **keep structure** hit harder than look only: start them at half the amount.\n- **start / end:** leave the last steps alone, or noise stays in the image.\n- 4-step models: not worth it.\n"
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9863 "text": "## 概览\n\n### 💡Cat,你把这里原来的东西都怎么了?\n\n- [在这里阅读详情](https://civitai.red/articles/35997/sampler-scheduler-and-sigmas-what-they-actually-do-and-why-yours-might-be-wrong)\n\n- Sigma Selector 现在是 **Sigma_curve presets**\n- Sigma Resample 其实只在第一段有效,所以现在叫 **first-pass-resample**\n- 以前我没法拖动构建好的 sigma。现在可以了。\n- *Res4lyf* 😮💨 让他们的 sampler 没法直接连上。**🤡Clownsampler** 现在已内置 🛠️\n\n**Dual Samplers**\n- 一个模型,两段:high pass 构建画面(配合 Speed Boost),low pass 完成收尾(配合 Detail Daemon)。\n- **Skip Layer 22** 放在两者前面(Noodle Soup):这是 MOSS 自己的建议,能防止精细细节崩坏。\n- 25 steps,**step_swap** 15:最后 10 步跑在 low pass 上。\n\n**VRAM 与处理速度**\n- MOSS 每一步要调用两次模型(cfg),Skip Layer 在前半段再加一次。在 5090 上开启 Speed Boost,1 MP 下 25 步约 15 秒。\n- 🧀 奶酪不该有洞 🤔\n- **BBOX PROMPT** 会拖慢处理速度。这是正常的。\n\n---\n## ⚙️ 设置:\n\n**Denoise(现在在最上面)**\n- 主要用于 I2I 🖼️。数值高时效果不错。日常使用我喜欢保持在 0.97 左右,但想改变姿势时,我也最先去调它。\n\n**🤡 ClownSamplerSelector**\n- ClownShark sampler 的主要优势之一,就是它们的 **fully_implicit**、**diag_implicit** 以及许多其他 **sampler** 选项。\n-- **ClownSampler Selector:** 手动选择任意 Clown sampler。*注意:* 工作流里的其他一切都会跟随你在 *⚙️ User Settings* 区域里的选择。\n- ⚠️ Fully implicit sampler(radau_iia_3s 等)每一步会多次调用模型。画面相同,但慢约 3 倍。\n\n**Skip Layer 22**\n- MOSS 建议保持开启\n- 为什么要关掉它:\n - 来自 MOSS 文档:“关闭 SLG 会让输出图像看起来非常真实,但也可能导致一些细节崩坏。” \n- 所以这是一种取舍:开 = 细节保持完整,关 = 更真实的观感,但细节有崩坏的风险。\n\n---\n**LC Speed Boost (BETA) 🚀**\n- 从一半尺寸开始画,到中途再放大到完整尺寸。采样大约快 2 倍,质量相同 **(整次运行大约省 33%)。**\n- 只作用于 **High Pass Sampler**。low pass 以完整尺寸收尾。\n- 在 MOSS 上,它在噪声 0.85 时放大(约 1.6 倍):更早放大会让脸出现斑块。配合 8 步 turbo LoRA 时,在 0.7 放大(2.4 倍)。\n- **auto (pick):** 会根据 schedule 在合适的步数放大。\n- **grow_at_step:** auto 关闭时自己设置。**0 = 关闭。**\n- ⚠️ 布局遵循模型训练时的尺寸,所以开启后同一个 seed 的取景会稍微紧一点。要重渲染旧 seed?这一次把 grow_at_step 设为 0。\n- 放大和图生图的流程照常运行:它们的布局来自你的图像。\n- 🤔 **meh** 因素:同一个 seed 下开关它,图像会略有变化 🌱\n\n---\n### LC Sigmas (BETA)\n\n- **两段共用一个 scheduler。** 节点上的图表显示完整的 schedule:橙色 = 第一段,蓝色 = 第二段,虚线 = 你编辑前的预设。把节点拉高,图表也会变大。\n- **sampler:** 图表下方的绿线告诉你对你的模型测试效果最好的选择。这里的 MOSS:er_sde + simple。\n- **sigma_curve_presets:** schedule 的形状。只会显示你所选形状的设置。\n * base:普通 scheduler,在 base_scheduler 里选择。🥱\n * beta:beta 曲线,可自定义 alpha 和 beta。\n * flowmatch:FlowMatch 曲线。😎\n * **hyperbolic / gaussian:** 基础曲线被 tanh、钟形曲线等弯折。🤫🫙👍🏼\n * saved:你当时觉得可能值得保留、但多半再也用不到的曲线 🤔\n- **拖动图表上的点来弯折曲线。** smooth 会带动相邻的点(smooth_radius = 数量),spike 只移动那一个点。reset curve 撤销,save curve 把它保存为预设。\n- **steps:** 两段合计的总步数。\n- **step_swap:** low pass 接手的步数。这里是 25 步中的第 15 步。0 = 只有一段。\n- **first_pass_resample:** 拉长第一段的 schedule,给它更多时间构建结构。1 = 关闭。(我最喜欢 1.15)\n- **low_pass:** *continue noise schedule* = 第二段完成剩余的噪声。*renoise* = 第一段完成画面,然后重新加噪声回到 swap 的水平,让第二段有东西可以精修。*Swap 晚* = 轻度清理,*早* = 更重的精修。\n- **denoise:** I2I。denoise_steps:full schedule = denoise 覆盖整个运行过程。at step swap = 只覆盖第一段,所以第二段独立精修。\n- **sigma_shift:** 保持 use model default。越高 = 构图上花的步数越多,越低 = 细节上花的越多。flowmatch 和 saved 曲线会忽略它。\n- **💡 Flow 模型(MOSS、Krea 2、Z-Image、Flux 2):** base_scheduler 里 beta、beta57 和 simple 是安全的。Karras、kl_optimal 和 linear_quadratic 会烧图。\n- ⚠️ MOSS 内置了 shift 5。只能用 ModelSamplingAuraFlow(User Settings)来改。ModelSamplingSD3 会把 MOSS 变成噪点。\n- ⚠️ 往下拖动 gaussian 曲线要手下留情。它本来就让噪声保持在高位,拖得太狠会截断细节步骤并烧图。\n\n---\n\n**LC Detail Daemon (BETA)**\n- 通过告诉模型噪声比实际少一点来增加细节,于是它少去除一点,保留更多精细纹理。\n- **amount** 使用与原版 Detail Daemon 相同的刻度(1.0 = 峰值时少 10% 的噪声),但永远不会乘以你的 CFG。\n- **start / end** 和原版一样是步数:0.15 到 0.85。\n- **peak** 和 **exponent** 比 amount 影响更大。**peak 0** = 在窗口起点最强,也就是噪声较大、正在塑形的步骤上。**exponent 0** = 整个窗口内都是满强度。\n- **mode:**\n - **look only**(默认):清晰的细节,不会大幅重排。👈🏼\n - **classic:** 原版。小东西会发生位移(衣褶、窗户、背景焦点)。\n - **keep structure:** 只保留变化中的精细部分,所以布局原封不动。大约慢 45%。\n- ⚠️ 自带加噪声的 sampler(SDE、ancestral、res_2s / res_3s、eta 0.5 的 ClownShark)+ Detail Daemon = 斑点。调低 amount 或选择无噪声的 sampler。\n\n---\n\n**LC Stop 🛑**\n- 打开后,生成会在这里停下。让你在投入放大器、detailer 等之前先做修改。\n- 根据出图的效果调整它之后的设置,然后点击 **⏯️**。\n- 我最喜欢的低 VRAM 技巧。\n- 💡⚠️ **如果开着随机 seed,它每次都会从头开始。务必固定 seed!**\n\n**Notify 🔊**\n- 运行到这里时会发出声音,这样你就不用坐在那里盯着了。\n- 不客气 😉\n\n---\n\n**LC Sigmas 最佳设置**\n| 模型 | sampler + scheduler_shape | steps | step_swap | Detail Daemon amount (look only) | 备注 |\n|---|---|---|---|---|---|\n| **MOSS Image (SFT)** | er_sde + simple | 25 | 15 | 0.34 | 本工作流。Turbo LoRA:euler,8 steps,cfg 1 |\n| **Krea 2 Turbo / Krealism** | euler + beta57 | 8 | 7 | 1.0 | 日常设置 |\n| **Krea 2 Raw** | euler + beta57 | 20 - 30 | 18 - 27 | 0.5 | 步数越多,效果越猛 |\n| **Z-Image Turbo** | uni_pc + simple | 8 - 9 | 8 | 0.75 | 最吃细节 |\n| **Flux 2 Klein** | uni_pc + simple | 4 | off | off | 步数太少:它会改变光线,而不是增加细节 |\n| **SDXL / Illustrious / Pony** | dpmpp_2m + karras | 25 - 30 | 23 - 27 | 0.75 | Karras 在这里没问题,在 flow 模型上不行 |\n\n**Detail Daemon 最佳设置**\n| 预设 | amount | start | end | peak | exponent | mode | 推荐用于 | 备注 |\n|---|---|---|---|---|---|---|---|---|\n| **Balanced**(默认) | 1.0 | 0.15 | 0.85 | 0 | 0 | look only | 日常使用 | 经过测试的设置 |\n| **Gentle sharpen** | 0.5 | 0.20 | 0.80 | 0.5 | 1 | look only | 人像、皮肤 | 几乎不会改动任何东西 |\n| **Original look** | 0.5 | 0.15 | 0.85 | 0 | 0 | classic | 旧版 Detail Daemon 的感觉 | 小东西会发生位移 |\n| **Keep layout** | 0.5 | 0.15 | 0.85 | 0 | 0 | keep structure | 任何东西都不能动时 | 大约慢 45% |\n| **Smooth** | -0.5 | 0.15 | 0.85 | 0 | 0 | look only | 杂乱或颗粒感重的渲染 | 负值 = 更平滑,细节更少 |\n\n### 💡 快速提示:\n- **peak** 和 **exponent** 设为 0 是冲击力的来源。调高它们可以得到更温和的锐化。\n- **amount** 是原版 Detail Daemon 的刻度:1.0 = 峰值时少 10% 的噪声。\n- **classic** 和 **keep structure** 比 look only 更猛:从一半的 amount 开始。\n- **start / end:** 别动最后几步,否则噪声会留在图像里。\n- 4 步模型:不值得用。\n",
9864 "src": "cba64f3c",
9865 "srcTitle": "🧠 Notes"
9866 },
9867 "ja": {
9868 "text": "## Overview\n\n### 💡Cat、ここにあったものを全部どうしたの?\n\n- [詳しくはこちら](https://civitai.red/articles/35997/sampler-scheduler-and-sigmas-what-they-actually-do-and-why-yours-might-be-wrong)\n\n- Sigma Selector は **Sigma_curve presets** になりました\n- Sigma Resample は実質 1 パス目でしか効いていなかったので、**first-pass-resample** になりました\n- 作った sigma をドラッグできなかったのが、できるようになりました。\n- *Res4lyf* 😮💨 のせいで、あちらのサンプラーを直接つなげなくなりました。**🤡Clownsampler** は内蔵になりました 🛠️\n\n**Dual Samplers**\n- 1 つのモデル、2 パス: high パスが絵を作り(Speed Boost あり)、low パスが仕上げます(Detail Daemon あり)。\n- **Skip Layer 22** は両方の前に入っています (Noodle Soup): MOSS 自身の推奨で、細部が崩れるのを防ぎます。\n- 25 steps、**step_swap** 15: 最後の 10 steps は low パスで走ります。\n\n**VRAM と処理速度**\n- MOSS は 1 ステップあたり 2 回モデルを呼び (cfg)、Skip Layer が前半でさらに 3 回目を足します。5090 で Speed Boost ありの 1 MP、25 steps が約 15 秒です。\n- 🧀 チーズに穴があってはいけない 🤔\n- **BBOX PROMPT** は処理速度を落とします。これは正常です。\n\n---\n## ⚙️ Settings:\n\n**Denoise (上に移動しました)**\n- 主に I2I 🖼️ 用です。高めの値でもよく効きます。普段使いでは 0.97 前後にしていますが、ポーズを変えたいときに最初にいじるのもこれです。\n\n**🤡 ClownSamplerSelector**\n- ClownShark サンプラーの大きな利点のひとつが、**fully_implicit**、**diag_implicit** などの豊富な **sampler** オプションです。\n-- **ClownSampler Selector:** Clown サンプラーのどれでも手動で選べます。*メモ:* ワークフローのそれ以外はすべて、*⚙️ User Settings* エリアでのあなたの選択に従います。\n- ⚠️ Fully implicit サンプラー(radau_iia_3s など)は、1 ステップで何度もモデルを呼びます。絵は同じで、約 3 倍遅くなります。\n\n**Skip Layer 22**\n- MOSS はこれをオンのままにすることを推奨しています\n- オフにする理由:\n - MOSS のドキュメントより: 「SLG をオフにすると出力画像はとてもリアルに見えますが、一部のディテールが崩れることもあります。」 \n- つまりトレードオフです: オン = ディテールが保たれる、オフ = よりリアルな見た目だが、ディテールが崩れるリスクがある。\n\n---\n**LC Speed Boost (BETA) 🚀**\n- 絵を半分のサイズから始めて、途中でフルサイズに育てます。サンプリングが約 2 倍速くなり、品質は同じです **(全体で約 33% 短縮)。**\n- **High Pass Sampler** にだけ入っています。low パスはフルサイズで仕上げます。\n- MOSS では noise 0.85 で拡大します(約 1.6 倍)。それより早く拡大すると顔がまだらになりました。8-step turbo LoRA では 0.7 で拡大します(2.4 倍)。\n- **auto (pick):** スケジュールに合った適切なステップで拡大します。\n- **grow_at_step:** auto がオフのときに自分で設定します。**0 = オフ。**\n- ⚠️ レイアウトはモデルが学習したサイズに従うので、オンにすると同じ seed でも構図が少しタイトになります。古い seed を再レンダリングする? その実行だけ grow_at_step を 0 にしてください。\n- アップスケールと image to image のパスは通常どおり動きます: レイアウトは画像から決まります。\n- 🤔 **meh** 要素: 同じ seed でオン/オフすると、画像が少し変わります 🌱\n\n---\n### LC Sigmas (BETA)\n\n- **両方のパスに 1 つのスケジューラー。** ノード上のグラフがスケジュール全体を表示します: オレンジ = 1 パス目、青 = 2 パス目、点線 = 編集前の preset。ノードを縦に引き伸ばすと、グラフも大きくなります。\n- **sampler:** グラフの下の緑の線が、あなたのモデルで一番よかった組み合わせを教えてくれます。ここの MOSS では: er_sde + simple。\n- **sigma_curve_presets:** スケジュールの形です。選んだものの設定だけが表示されます。\n * base: 素のスケジューラー。base_scheduler で選びます。🥱\n * beta: 自分で alpha と beta を決める beta カーブ。\n * flowmatch: FlowMatch カーブ。😎\n * **hyperbolic / gaussian:** ベースのカーブを tanh やベルカーブなどで曲げたもの。🤫🫙👍🏼\n * saved: そのときは取っておく価値があると思ったけど、たぶん二度と使わないカーブ 🤔\n- **グラフ上の点をドラッグしてカーブを曲げます。** smooth は隣の点も一緒に引っ張り (smooth_radius = その数)、spike はその点だけを動かします。reset curve で元に戻し、save curve で preset として保存します。\n- **steps:** 両方のパスを合わせた合計ステップ数。\n- **step_swap:** low パスに交代するステップ。ここでは 25 のうち 15。0 = 1 パスのみ。\n- **first_pass_resample:** 1 パス目のスケジュールを引き延ばして、構造を作る時間を長く取ります。1 = オフ。(1.15 がお気に入り)\n- **low_pass:** *continue noise schedule* = 2 パス目が残りのノイズを仕上げます。*renoise* = 1 パス目で絵を仕上げてから、swap のレベルまで新しいノイズを戻し、2 パス目が磨く余地を作ります。*Swap が遅い* = 軽いクリーンアップ、*早い* = しっかり磨き込み。\n- **denoise:** I2I 用。denoise_steps: full schedule = denoise が全体にかかります。at step swap = 1 パス目だけで、2 パス目は単独で磨きます。\n- **sigma_shift:** use model default のままにしてください。高い = 構図により多くのステップ、低い = 細部により多く。flowmatch と saved のカーブは無視します。\n- **💡 Flow モデル (MOSS、Krea 2、Z-Image、Flux 2):** base_scheduler では beta、beta57、simple が安全です。Karras、kl_optimal、linear_quadratic は焼けます。\n- ⚠️ MOSS には shift 5 が組み込まれています。変えるときは ModelSamplingAuraFlow (User Settings) でだけ変えてください。ModelSamplingSD3 は MOSS をノイズにします。\n- ⚠️ gaussian カーブを下にドラッグするときは控えめに。すでにノイズを高く保っているので、大きくドラッグするとディテールのステップが削られて、絵が焼けます。\n\n---\n\n**LC Detail Daemon (BETA)**\n- モデルに、実際より少しノイズが少ないと伝えることでディテールを足します。モデルが取り除く量が少し減り、細かいテクスチャが残ります。\n- **amount** は元の Detail Daemon と同じスケールです (1.0 = ピーク時にノイズが 10% 減)。ただし CFG が掛け算されることはありません。\n- **start / end** は元と同じくステップです: 0.15 から 0.85。\n- **peak** と **exponent** は amount より効きます。**peak 0** = ウィンドウの最初、形が決まるノイズの多いステップで最強。**exponent 0** = ウィンドウ全体でフル強度。\n- **mode:**\n - **look only** (デフォルト): 大きな組み替えなしでくっきりしたディテール。👈🏼\n - **classic:** オリジナル。小さなものが動きます(折り目、窓、背景のピント)。\n - **keep structure:** 変化の細かい部分だけを残すので、レイアウトは完全にそのままです。約 45% 遅くなります。\n- ⚠️ 独自にノイズを加えるサンプラー(SDE、ancestral、res_2s / res_3s、eta 0.5 の ClownShark)+ Detail Daemon = 斑点。amount を下げるか、ノイズを加えないサンプラーを選んでください。\n\n---\n\n**LC Stop 🛑**\n- オンにすると、生成がここで止まります。アップスケーラーや detailer などに進む前に、変更を加えられます。\n- 画像の仕上がりを見て、この後ろの設定を変えてから **⏯️** を押してください。\n- 私のお気に入りの低 VRAM テクニックです。\n- 💡⚠️ **random seed をオンにしていると、毎回最初からやり直しになります。seed は必ず固定してください!**\n\n**Notify 🔊**\n- この地点に来たら音を鳴らすので、ずっと見ている必要はありません。\n- どういたしまして 😉\n\n---\n\n**LC Sigmas のおすすめ設定**\n| Model | sampler + scheduler_shape | steps | step_swap | Detail Daemon amount (look only) | Notes |\n|---|---|---|---|---|---|\n| **MOSS Image (SFT)** | er_sde + simple | 25 | 15 | 0.34 | このワークフロー。Turbo LoRA: euler、8 steps、cfg 1 |\n| **Krea 2 Turbo / Krealism** | euler + beta57 | 8 | 7 | 1.0 | 普段使いの設定 |\n| **Krea 2 Raw** | euler + beta57 | 20 - 30 | 18 - 27 | 0.5 | ステップが多いほど強く効く |\n| **Z-Image Turbo** | uni_pc + simple | 8 - 9 | 8 | 0.75 | ディテールを一番よく受け入れる |\n| **Flux 2 Klein** | uni_pc + simple | 4 | off | off | ステップが少なすぎる: ディテールを足さず、光をずらしてしまう |\n| **SDXL / Illustrious / Pony** | dpmpp_2m + karras | 25 - 30 | 23 - 27 | 0.75 | ここでは Karras で問題なし。flow モデルではダメ |\n\n**Detail Daemon のおすすめ設定**\n| Preset | amount | start | end | peak | exponent | mode | おすすめ用途 | Notes |\n|---|---|---|---|---|---|---|---|---|\n| **Balanced** (デフォルト) | 1.0 | 0.15 | 0.85 | 0 | 0 | look only | 普段使い | テスト済みの設定 |\n| **Gentle sharpen** | 0.5 | 0.20 | 0.80 | 0.5 | 1 | look only | ポートレート、肌 | ほとんど何も動かさない |\n| **Original look** | 0.5 | 0.15 | 0.85 | 0 | 0 | classic | 昔の Detail Daemon の雰囲気 | 小さなものが動く |\n| **Keep layout** | 0.5 | 0.15 | 0.85 | 0 | 0 | keep structure | 何も動かしたくないとき | 約 45% 遅い |\n| **Smooth** | -0.5 | 0.15 | 0.85 | 0 | 0 | look only | ごちゃごちゃした、粒状感のあるレンダリング | マイナス = より滑らかで、ディテールは減る |\n\n### 💡 クイックヒント:\n- **peak** と **exponent** が 0 のところが、パンチの源です。もっと穏やかなシャープにしたいなら上げてください。\n- **amount** は元の Detail Daemon のスケールです: 1.0 = ピーク時にノイズが 10% 減。\n- **classic** と **keep structure** は look only より強く効きます: amount は半分から始めてください。\n- **start / end:** 最後のステップには手を出さないでください。ノイズが画像に残ります。\n- 4-step モデル: やる価値はありません。\n",
9869 "src": "cba64f3c",
9870 "srcTitle": "🧠 Notes"
9871 },
9872 "ko": {
9873 "text": "## 개요\n\n### 💡Cat, 여기 있던 것들 다 어떻게 한 거예요?\n\n- [여기서 읽어보세요](https://civitai.red/articles/35997/sampler-scheduler-and-sigmas-what-they-actually-do-and-why-yours-might-be-wrong)\n\n- Sigma Selector는 이제 **Sigma_curve presets**입니다\n- Sigma Resample은 첫 번째 pass에서만 제대로 작동해서, 이제 **first-pass-resample**이 됐습니다\n- 만들어진 sigma를 드래그할 수 없었는데, 이제 됩니다.\n- *Res4lyf* 😮💨가 sampler를 직접 연결할 수 없게 만들어서, **🤡Clownsampler**를 이제 내장했습니다 🛠️\n\n**Dual Samplers**\n- 모델 하나, pass 두 번: high pass는 그림을 만들고 (Speed Boost 사용), low pass는 마무리합니다 (Detail Daemon 사용).\n- **Skip Layer 22**가 둘 앞에 놓여 있습니다 (Noodle Soup): MOSS 자체의 조언으로, 미세한 디테일이 무너지지 않게 해줍니다.\n- 25 steps, **step_swap** 15: 마지막 10 steps는 low pass에서 돌아갑니다.\n\n**VRAM과 처리 속도**\n- MOSS는 step마다 모델을 두 번 호출하고 (cfg), Skip Layer가 전반부에 세 번째 호출을 추가합니다. 5090에서 Speed Boost를 쓰고 1 MP, 25 steps에 약 15초입니다.\n- 🧀 치즈에는 구멍이 없어야 합니다 🤔\n- **BBOX PROMPT**는 처리 속도를 늦춥니다. 정상입니다.\n\n---\n## ⚙️ 설정:\n\n**Denoise (이제 맨 위에)**\n- 주로 I2I 🖼️용입니다. 높은 값에서도 잘 작동합니다. 평소에는 0.97 근처로 두는 걸 좋아하지만, 포즈를 바꾸고 싶을 때 제일 먼저 만지는 값이기도 합니다.\n\n**🤡 ClownSamplerSelector**\n- ClownShark sampler의 주된 장점은 **fully_implicit**, **diag_implicit** 같은 **sampler** 옵션이 많다는 점입니다.\n-- **ClownSampler Selector:** Clown sampler 중에서 원하는 걸 직접 고르세요. *참고:* 워크플로우의 나머지는 모두 *⚙️ User Settings* 영역의 선택을 따릅니다.\n- ⚠️ Fully implicit sampler (radau_iia_3s 등)는 step마다 모델을 여러 번 호출합니다. 같은 그림인데 약 3배 느립니다.\n\n**Skip Layer 22**\n- MOSS는 이걸 켜 두는 것을 권장합니다\n- 끄는 이유:\n - MOSS 문서에서: \"SLG를 끄면 출력 이미지가 아주 사실적으로 보이지만, 일부 디테일이 무너질 수도 있습니다.\" \n- 그러니까 트레이드오프입니다: 켜면 = 디테일이 온전히 유지되고, 끄면 = 더 사실적인 느낌이지만 디테일이 무너질 위험이 있습니다.\n\n---\n**LC Speed Boost (BETA) 🚀**\n- 그림을 절반 크기로 시작해서 도중에 원래 크기로 키웁니다. 샘플링이 약 2배 빠르고 품질은 같습니다 **(전체 실행의 약 33% 절감).**\n- **High Pass Sampler**에만 붙어 있습니다. low pass는 원래 크기로 마무리합니다.\n- MOSS에서는 노이즈 0.85에서 키웁니다 (약 1.6x): 더 일찍 키우면 얼굴이 얼룩덜룩해졌습니다. 8-step turbo LoRA에서는 0.7에서 키웁니다 (2.4x).\n- **auto (pick):** 스케줄에 맞는 step에서 키웁니다.\n- **grow_at_step:** auto가 꺼져 있을 때 직접 설정합니다. **0 = 꺼짐.**\n- ⚠️ 레이아웃은 모델이 학습된 크기를 따르므로, 켜면 seed의 프레이밍이 약간 더 타이트해집니다. 예전 seed를 다시 렌더링하나요? 그 실행에서는 grow_at_step을 0으로 설정하세요.\n- 업스케일과 image to image pass는 평소대로 돌아갑니다: 레이아웃은 여러분의 이미지에서 나옵니다.\n- 🤔 **meh** 요소: 같은 seed에서 켜고 끄면 이미지가 약간 바뀝니다 🌱\n\n---\n### LC Sigmas (BETA)\n\n- **두 pass가 하나의 scheduler를 공유합니다.** 노드의 그래프가 전체 스케줄을 보여줍니다: 주황 = 첫 번째 pass, 파랑 = 두 번째 pass, 점선 = 편집하기 전의 preset. 노드를 세로로 늘리면 그래프도 커집니다.\n- **sampler:** 그래프 아래의 초록 줄이 여러분의 모델에서 가장 잘 나온 조합을 알려줍니다. 여기서 MOSS는 er_sde + simple.\n- **sigma_curve_presets:** 스케줄의 모양. 고른 것에 해당하는 설정만 나타납니다.\n * base: 일반 scheduler, base_scheduler에서 선택. 🥱\n * beta: 직접 정한 alpha와 beta를 쓰는 beta 곡선.\n * flowmatch: FlowMatch 곡선. 😎\n * **hyperbolic / gaussian:** tanh, 종 모양 곡선 등으로 구부린 base 곡선. 🤫🫙👍🏼\n * saved: 그 순간에는 가치가 있다고 생각해서 보관했지만 아마 다시는 안 쓸 곡선들 🤔\n- **그래프의 점을 드래그해서 곡선을 구부리세요.** smooth는 이웃 점들을 함께 끌고 가고 (smooth_radius = 몇 개까지), spike는 그 점만 움직입니다. reset curve는 되돌리고, save curve는 preset으로 보관합니다.\n- **steps:** 두 pass를 합친 총 steps.\n- **step_swap:** low pass가 넘겨받는 step. 여기서는 25 중 15. 0 = pass 하나만.\n- **first_pass_resample:** 첫 번째 pass의 스케줄을 늘려서 구조를 만들 시간을 더 줍니다. 1 = 꺼짐. (1.15가 제 최애)\n- **low_pass:** *continue noise schedule* = 두 번째 pass가 남은 노이즈를 마저 처리합니다. *renoise* = 첫 번째 pass가 그림을 완성한 뒤, 두 번째 pass가 다듬을 거리가 생기도록 swap 레벨까지 새 노이즈를 다시 올립니다. *Swap late* = 가벼운 정리, *earlier* = 강한 리파인.\n- **denoise:** I2I용. denoise_steps: full schedule = denoise가 전체 실행에 적용됩니다. at step swap = 첫 번째 pass에만 적용되어, 두 번째 pass는 스스로 다듬습니다.\n- **sigma_shift:** use model default로 두세요. 높을수록 구도에, 낮을수록 디테일에 더 많은 step을 씁니다. flowmatch와 saved 곡선은 이걸 무시합니다.\n- **💡 Flow 모델 (MOSS, Krea 2, Z-Image, Flux 2):** base_scheduler에서는 beta, beta57, simple이 안전합니다. Karras, kl_optimal, linear_quadratic은 타버립니다.\n- ⚠️ MOSS는 shift 5가 내장되어 있습니다. 바꾸려면 ModelSamplingAuraFlow (User Settings)로만 하세요. ModelSamplingSD3는 MOSS를 노이즈로 만들어버립니다.\n- ⚠️ gaussian 곡선을 아래로 끌어내릴 때는 살살 하세요. 이미 노이즈를 높게 유지하는 곡선이라, 많이 끌어내리면 디테일 step이 잘려나가서 그림이 타버립니다.\n\n---\n\n**LC Detail Daemon (BETA)**\n- 모델에게 실제보다 노이즈가 조금 적다고 알려서 디테일을 더합니다. 그러면 조금 덜 제거해서 미세한 질감이 더 남습니다.\n- **amount**는 원래 Detail Daemon과 같은 스케일을 쓰지만 (1.0 = 피크에서 노이즈 10% 감소), CFG가 곱해지지는 않습니다.\n- **start / end**는 원본처럼 step 기준입니다: 0.15 ~ 0.85.\n- **peak**와 **exponent**가 amount보다 더 큰 영향을 줍니다. **peak 0** = 윈도우 시작 부분, 모양을 잡는 노이즈 많은 step에서 가장 강함. **exponent 0** = 윈도우 전체에서 최대 강도.\n- **mode:**\n - **look only** (기본값): 큰 변화 없이 선명한 디테일.👈🏼\n - **classic:** 원본. 작은 것들이 바뀝니다 (주름, 창문, 배경 초점).\n - **keep structure:** 변화 중 미세한 부분만 유지하므로 레이아웃이 정확히 그대로 남습니다. 약 45% 느립니다.\n- ⚠️ 자체 노이즈를 더하는 sampler (SDE, ancestral, res_2s / res_3s, eta 0.5의 ClownShark) + Detail Daemon = 점 얼룩. amount를 낮추거나 노이즈를 더하지 않는 sampler를 고르세요.\n\n---\n\n**LC Stop 🛑**\n- 켜면 생성이 여기서 멈춥니다. 업스케일러, detailer 등으로 넘어가기 전에 수정할 수 있게 해줍니다.\n- 이미지가 어떻게 나왔는지 보고 그 뒤의 설정을 바꾼 다음 **⏯️**를 누르세요.\n- 제가 가장 좋아하는 low VRAM 요령입니다.\n- 💡⚠️ **random seed를 켜두면 계속 처음부터 다시 시작합니다. seed를 꼭 고정하세요!**\n\n**Notify 🔊**\n- 이 지점에 도달하면 소리를 냅니다. 앉아서 지켜볼 필요가 없습니다.\n- 천만에요 😉\n\n---\n\n**LC Sigmas 최적 설정**\n| 모델 | sampler + scheduler_shape | steps | step_swap | Detail Daemon amount (look only) | 비고 |\n|---|---|---|---|---|---|\n| **MOSS Image (SFT)** | er_sde + simple | 25 | 15 | 0.34 | 이 워크플로우. Turbo LoRA: euler, 8 steps, cfg 1 |\n| **Krea 2 Turbo / Krealism** | euler + beta57 | 8 | 7 | 1.0 | 평소 세팅 |\n| **Krea 2 Raw** | euler + beta57 | 20 - 30 | 18 - 27 | 0.5 | steps가 많을수록 효과가 강함 |\n| **Z-Image Turbo** | uni_pc + simple | 8 - 9 | 8 | 0.75 | 디테일을 가장 잘 받음 |\n| **Flux 2 Klein** | uni_pc + simple | 4 | off | off | steps가 너무 적음: 디테일 대신 빛이 이동함 |\n| **SDXL / Illustrious / Pony** | dpmpp_2m + karras | 25 - 30 | 23 - 27 | 0.75 | 여기서는 Karras가 괜찮지만, flow 모델에서는 안 됨 |\n\n**Detail Daemon 최적 설정**\n| Preset | amount | start | end | peak | exponent | mode | 추천 대상 | 비고 |\n|---|---|---|---|---|---|---|---|---|\n| **Balanced** (기본값) | 1.0 | 0.15 | 0.85 | 0 | 0 | look only | 일상적인 사용 | 테스트된 설정 |\n| **Gentle sharpen** | 0.5 | 0.20 | 0.80 | 0.5 | 1 | look only | 인물, 피부 | 거의 아무것도 안 움직임 |\n| **Original look** | 0.5 | 0.15 | 0.85 | 0 | 0 | classic | 예전 Detail Daemon 느낌 | 작은 것들이 바뀜 |\n| **Keep layout** | 0.5 | 0.15 | 0.85 | 0 | 0 | keep structure | 아무것도 움직이면 안 될 때 | 약 45% 느림 |\n| **Smooth** | -0.5 | 0.15 | 0.85 | 0 | 0 | look only | 복잡하거나 거친 렌더 | 음수 = 더 부드럽고 디테일은 줄어듦 |\n\n### 💡 빠른 팁:\n- **peak**와 **exponent**가 0일 때 가장 임팩트가 큽니다. 더 부드럽게 선명하게 하려면 올리세요.\n- **amount**는 원래 Detail Daemon의 스케일입니다: 1.0 = 피크에서 노이즈 10% 감소.\n- **classic**과 **keep structure**는 look only보다 강하게 먹힙니다: amount의 절반에서 시작하세요.\n- **start / end:** 마지막 step들은 건드리지 마세요. 안 그러면 노이즈가 이미지에 남습니다.\n- 4-step 모델: 할 가치가 없습니다.\n",
9874 "src": "cba64f3c",
9875 "srcTitle": "🧠 Notes"
9876 }
9877 },
9878 "titles": {
9879 "en": "🧠 Notes",
9880 "zh": "🧠 笔记",
9881 "ja": "🧠 Notes",
9882 "ko": "🧠 노트"
9883 }
9884 },
9885 "ue_properties": {
9886 "widget_ue_connectable": [],
9887 "version": "7.8",
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9889 }
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9891 "widgets_values": [
9892 "English ✏️",
9893 "## Overview\n\n### 💡Cat, what did you do to all the stuff you had here? \n\n- [read about it here](https://civitai.red/articles/35997/sampler-scheduler-and-sigmas-what-they-actually-do-and-why-yours-might-be-wrong)\n\n- Sigma Selector is now **Sigma_curve presets**\n- Sigma Resample only really worked on the first pass, so now is **first-pass-resample**\n- I couldn't drag a built sigma. Now I can.\n- *Res4lyf* 😮💨 made it so you couldn't hook their sampler up directly. **🤡Clownsampler** is now built in 🛠️\n\n**Dual Samplers**\n- One model, two passes: the high pass builds the picture (with Speed Boost), the low pass finishes it (with Detail Daemon).\n- **Skip Layer 22** sits in front of both (Noodle Soup): MOSS's own advice, it keeps fine detail from falling apart.\n- 25 steps, **step_swap** 15: the last 10 steps run on the low pass.\n\n**VRAM and processing speed**\n- MOSS runs two model calls per step (cfg), and Skip Layer adds a third on the first half. About 15 s for 25 steps at 1 MP on a 5090 with Speed Boost.\n- 🧀 cheese should not have holes 🤔\n- **BBOX PROMPT** will slow your processing speed down. This is normal.\n\n---\n## ⚙️ Settings:\n\n**Denoise (now up top)**\n- Mainly for I2I 🖼️. Works well at higher levels. I like leaving it around 0.97 for everyday use, but it is also the first thing I go to when I want to change a pose.\n\n**🤡 ClownSamplerSelector**\n- One of the main advantages of ClownShark samplers is their **fully_implicit**, **diag_implicit** and many other **sampler** options.\n-- **ClownSampler Selector:** pick any of the Clown samplers by hand. *note:* everything else in the workflow follows your choice in the *⚙️ User Settings* area.\n- ⚠️ Fully implicit samplers (radau_iia_3s, etc.) call the model several times per step. Same picture, about 3x slower.\n\n**Skip Layer 22**\n- MOSS recommends that this stays on\n- Why you’d turn it off:\n - From MOSS documentation: “Turning off SLG will make the output image look very realistic, but it may also cause some details to collapse.” \n- So it’s a trade: on = details stay intact, off = a more realistic look with a risk of details breaking down.\n\n---\n**LC Speed Boost (BETA) 🚀**\n- Starts the picture at half size and grows it to full size partway through. About 2x faster sampling, same quality **(roughly 33% off a full run).**\n- Lives on the **High Pass Sampler** only. The low pass finishes at full size.\n- On MOSS it grows at noise 0.85 (about 1.6x): earlier grows left faces blotchy. With the 8-step turbo LoRA it grows at 0.7 (2.4x).\n- **auto (pick):** grows at the right step for the schedule.\n- **grow_at_step:** set it yourself when auto is off. **0 = off.**\n- ⚠️ The layout follows the model's trained size, so a seed frames a bit tighter with it on. Re-rendering an old seed? Set grow_at_step to 0 for that run.\n- Upscale and image to image passes run as normal: their layout comes from your image.\n- 🤔 **meh** factor: This changes the image slightly when turned on and off on the same seed 🌱\n\n---\n### LC Sigmas (BETA)\n\n- **One scheduler for both passes.** The graph on the node shows the whole schedule: orange = first pass, blue = second pass, dashed = the preset before your edits. Drag the node taller and the graph grows.\n- **sampler:** the green line under the graph tells you what tested best for your model. MOSS here: er_sde + simple.\n- **sigma_curve_presets:** the shape of the schedule. Only the settings for the one you pick show up.\n * base: a plain scheduler, picked in base_scheduler. 🥱\n * beta: the beta curve with your own alpha and beta.\n * flowmatch: the FlowMatch curve. 😎\n * **hyperbolic / gaussian:** the base curve bent by tanh, a bell curve, etc. 🤫🫙👍🏼\n * saved: any curves you decided at the time might be worth keeping, but will probably never use again 🤔\n- **Drag a point on the graph to bend the curve.** smooth pulls the neighbours along (smooth_radius = how many), spike moves just that point. reset curve undoes it, save curve keeps it as a preset.\n- **steps:** total steps for both passes together.\n- **step_swap:** the step where the low pass takes over. 15 of 25 here. 0 = one pass only.\n- **first_pass_resample:** stretches out the schedule for the first pass, giving it more time to build structure. 1 = off. (1.15 is my favorite)\n- **low_pass:** *continue noise schedule* = the second pass finishes the leftover noise. *renoise* = the first pass finishes the picture, then fresh noise goes back up to the swap level, so the second pass has something to refine. *Swap late* = a little clean-up, *earlier* = heavier refining.\n- **denoise:** I2I. denoise_steps: full schedule = denoise covers the whole run. at step swap = the first pass only, so the second pass refines on its own.\n- **sigma_shift:** leave it on use model default. Higher = more steps on composition, lower = more on detail. flowmatch and saved curves ignore it.\n- **💡 Flow models (MOSS, Krea 2, Z-Image, Flux 2):** beta, beta57 and simple are safe in base_scheduler. Karras, kl_optimal and linear_quadratic burn.\n- ⚠️ MOSS has shift 5 built in. Change it only with ModelSamplingAuraFlow (User Settings). ModelSamplingSD3 turns MOSS into noise.\n- ⚠️ Go easy dragging a gaussian curve down. It already keeps the noise high, and a big drag cuts the detail steps short and burns the picture.\n\n---\n\n**LC Detail Daemon (BETA)**\n- Adds detail by telling the model there is a little less noise than there really is, so it removes a little less and keeps more fine texture.\n- **amount** uses the same scale as the original Detail Daemon (1.0 = 10% less noise at the peak), but it is never multiplied by your CFG.\n- **start / end** are steps, like the original: 0.15 to 0.85.\n- **peak** and **exponent** do more than the amount. **peak 0** = strongest at the start of the window, on the noisy steps where it shapes things. **exponent 0** = full strength across the whole window.\n- **mode:**\n - **look only** (default): crisp detail without big reshuffles.👈🏼\n - **classic:** the original. Small things shift (folds, windows, background focus).\n - **keep structure:** only the fine part of the change is kept, so the layout stays exactly where it was. About 45% slower.\n- ⚠️ Samplers that add their own noise (SDE, ancestral, res_2s / res_3s, ClownShark at eta 0.5) + Detail Daemon = specks. Lower the amount or pick a noise-free sampler.\n\n---\n\n**LC Stop 🛑**\n- When turned on, the generation stops here. It lets you make changes before committing to the upscalers, detailers, etc.\n- Change the settings after it based on how your image came out, then hit **⏯️**.\n- My favorite low VRAM trick.\n- 💡⚠️ **If you have a random seed turned on, it will keep starting from scratch. Make sure to fix the seed!**\n\n**Notify 🔊**\n- Makes a sound when it gets to this point, so you don't have to sit there and watch it.\n- You're welcome 😉\n\n---\n\n**Best LC Sigmas Settings**\n| Model | sampler + scheduler_shape | steps | step_swap | Detail Daemon amount (look only) | Notes |\n|---|---|---|---|---|---|\n| **MOSS Image (SFT)** | er_sde + simple | 25 | 15 | 0.34 | This workflow. Turbo LoRA: euler, 8 steps, cfg 1 |\n| **Krea 2 Turbo / Krealism** | euler + beta57 | 8 | 7 | 1.0 | The everyday setup |\n| **Krea 2 Raw** | euler + beta57 | 20 - 30 | 18 - 27 | 0.5 | More steps = it hits harder |\n| **Z-Image Turbo** | uni_pc + simple | 8 - 9 | 8 | 0.75 | Takes detail the best |\n| **Flux 2 Klein** | uni_pc + simple | 4 | off | off | Too few steps: it shifts the light instead of adding detail |\n| **SDXL / Illustrious / Pony** | dpmpp_2m + karras | 25 - 30 | 23 - 27 | 0.75 | Karras is fine here, not on flow models |\n\n**Best Detail Daemon Settings**\n| Preset | amount | start | end | peak | exponent | mode | Recommended for | Notes |\n|---|---|---|---|---|---|---|---|---|\n| **Balanced** (default) | 1.0 | 0.15 | 0.85 | 0 | 0 | look only | Everyday use | The tested setting |\n| **Gentle sharpen** | 0.5 | 0.20 | 0.80 | 0.5 | 1 | look only | Portraits, skin | Barely moves anything |\n| **Original look** | 0.5 | 0.15 | 0.85 | 0 | 0 | classic | The old Detail Daemon feel | Small things shift |\n| **Keep layout** | 0.5 | 0.15 | 0.85 | 0 | 0 | keep structure | When nothing may move | About 45% slower |\n| **Smooth** | -0.5 | 0.15 | 0.85 | 0 | 0 | look only | Busy or grainy renders | Negative = smoother, less detail |\n\n### 💡 Quick Tips:\n- **peak** and **exponent** at 0 is where the punch comes from. Raise them for a gentler sharpen.\n- **amount** is the original Detail Daemon's scale: 1.0 = 10% less noise at the peak.\n- **classic** and **keep structure** hit harder than look only: start them at half the amount.\n- **start / end:** leave the last steps alone, or noise stays in the image.\n- 4-step models: not worth it.\n"
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9897 "text": "## Overview\n\n### 💡Cat, what did you do to all the stuff you had here? \n\n- [read about it here](https://civitai.red/articles/35997/sampler-scheduler-and-sigmas-what-they-actually-do-and-why-yours-might-be-wrong)\n\n- Sigma Selector is now **Sigma_curve presets**\n- Sigma Resample only really worked on the first pass, so now is **first-pass-resample**\n- I couldn't drag a built sigma. Now I can.\n- *Res4lyf* 😮💨 made it so you couldn't hook their sampler up directly. **🤡Clownsampler** is now built in 🛠️\n\n**Dual Samplers**\n- One model, two passes: the high pass builds the picture (with Speed Boost), the low pass finishes it (with Detail Daemon).\n- **Skip Layer 22** sits in front of both (Noodle Soup): MOSS's own advice, it keeps fine detail from falling apart.\n- 25 steps, **step_swap** 15: the last 10 steps run on the low pass.\n\n**VRAM and processing speed**\n- MOSS runs two model calls per step (cfg), and Skip Layer adds a third on the first half. About 15 s for 25 steps at 1 MP on a 5090 with Speed Boost.\n- 🧀 cheese should not have holes 🤔\n- **BBOX PROMPT** will slow your processing speed down. This is normal.\n\n---\n## ⚙️ Settings:\n\n**Denoise (now up top)**\n- Mainly for I2I 🖼️. Works well at higher levels. I like leaving it around 0.97 for everyday use, but it is also the first thing I go to when I want to change a pose.\n\n**🤡 ClownSamplerSelector**\n- One of the main advantages of ClownShark samplers is their **fully_implicit**, **diag_implicit** and many other **sampler** options.\n-- **ClownSampler Selector:** pick any of the Clown samplers by hand. *note:* everything else in the workflow follows your choice in the *⚙️ User Settings* area.\n- ⚠️ Fully implicit samplers (radau_iia_3s, etc.) call the model several times per step. Same picture, about 3x slower.\n\n**Skip Layer 22**\n- MOSS recommends that this stays on\n- Why you’d turn it off:\n - From MOSS documentation: “Turning off SLG will make the output image look very realistic, but it may also cause some details to collapse.” \n- So it’s a trade: on = details stay intact, off = a more realistic look with a risk of details breaking down.\n\n---\n**LC Speed Boost (BETA) 🚀**\n- Starts the picture at half size and grows it to full size partway through. About 2x faster sampling, same quality **(roughly 33% off a full run).**\n- Lives on the **High Pass Sampler** only. The low pass finishes at full size.\n- On MOSS it grows at noise 0.85 (about 1.6x): earlier grows left faces blotchy. With the 8-step turbo LoRA it grows at 0.7 (2.4x).\n- **auto (pick):** grows at the right step for the schedule.\n- **grow_at_step:** set it yourself when auto is off. **0 = off.**\n- ⚠️ The layout follows the model's trained size, so a seed frames a bit tighter with it on. Re-rendering an old seed? Set grow_at_step to 0 for that run.\n- Upscale and image to image passes run as normal: their layout comes from your image.\n- 🤔 **meh** factor: This changes the image slightly when turned on and off on the same seed 🌱\n\n---\n### LC Sigmas (BETA)\n\n- **One scheduler for both passes.** The graph on the node shows the whole schedule: orange = first pass, blue = second pass, dashed = the preset before your edits. Drag the node taller and the graph grows.\n- **sampler:** the green line under the graph tells you what tested best for your model. MOSS here: er_sde + simple.\n- **sigma_curve_presets:** the shape of the schedule. Only the settings for the one you pick show up.\n * base: a plain scheduler, picked in base_scheduler. 🥱\n * beta: the beta curve with your own alpha and beta.\n * flowmatch: the FlowMatch curve. 😎\n * **hyperbolic / gaussian:** the base curve bent by tanh, a bell curve, etc. 🤫🫙👍🏼\n * saved: any curves you decided at the time might be worth keeping, but will probably never use again 🤔\n- **Drag a point on the graph to bend the curve.** smooth pulls the neighbours along (smooth_radius = how many), spike moves just that point. reset curve undoes it, save curve keeps it as a preset.\n- **steps:** total steps for both passes together.\n- **step_swap:** the step where the low pass takes over. 15 of 25 here. 0 = one pass only.\n- **first_pass_resample:** stretches out the schedule for the first pass, giving it more time to build structure. 1 = off. (1.15 is my favorite)\n- **low_pass:** *continue noise schedule* = the second pass finishes the leftover noise. *renoise* = the first pass finishes the picture, then fresh noise goes back up to the swap level, so the second pass has something to refine. *Swap late* = a little clean-up, *earlier* = heavier refining.\n- **denoise:** I2I. denoise_steps: full schedule = denoise covers the whole run. at step swap = the first pass only, so the second pass refines on its own.\n- **sigma_shift:** leave it on use model default. Higher = more steps on composition, lower = more on detail. flowmatch and saved curves ignore it.\n- **💡 Flow models (MOSS, Krea 2, Z-Image, Flux 2):** beta, beta57 and simple are safe in base_scheduler. Karras, kl_optimal and linear_quadratic burn.\n- ⚠️ MOSS has shift 5 built in. Change it only with ModelSamplingAuraFlow (User Settings). ModelSamplingSD3 turns MOSS into noise.\n- ⚠️ Go easy dragging a gaussian curve down. It already keeps the noise high, and a big drag cuts the detail steps short and burns the picture.\n\n---\n\n**LC Detail Daemon (BETA)**\n- Adds detail by telling the model there is a little less noise than there really is, so it removes a little less and keeps more fine texture.\n- **amount** uses the same scale as the original Detail Daemon (1.0 = 10% less noise at the peak), but it is never multiplied by your CFG.\n- **start / end** are steps, like the original: 0.15 to 0.85.\n- **peak** and **exponent** do more than the amount. **peak 0** = strongest at the start of the window, on the noisy steps where it shapes things. **exponent 0** = full strength across the whole window.\n- **mode:**\n - **look only** (default): crisp detail without big reshuffles.👈🏼\n - **classic:** the original. Small things shift (folds, windows, background focus).\n - **keep structure:** only the fine part of the change is kept, so the layout stays exactly where it was. About 45% slower.\n- ⚠️ Samplers that add their own noise (SDE, ancestral, res_2s / res_3s, ClownShark at eta 0.5) + Detail Daemon = specks. Lower the amount or pick a noise-free sampler.\n\n---\n\n**LC Stop 🛑**\n- When turned on, the generation stops here. It lets you make changes before committing to the upscalers, detailers, etc.\n- Change the settings after it based on how your image came out, then hit **⏯️**.\n- My favorite low VRAM trick.\n- 💡⚠️ **If you have a random seed turned on, it will keep starting from scratch. Make sure to fix the seed!**\n\n**Notify 🔊**\n- Makes a sound when it gets to this point, so you don't have to sit there and watch it.\n- You're welcome 😉\n\n---\n\n**Best LC Sigmas Settings**\n| Model | sampler + scheduler_shape | steps | step_swap | Detail Daemon amount (look only) | Notes |\n|---|---|---|---|---|---|\n| **MOSS Image (SFT)** | er_sde + simple | 25 | 15 | 0.34 | This workflow. Turbo LoRA: euler, 8 steps, cfg 1 |\n| **Krea 2 Turbo / Krealism** | euler + beta57 | 8 | 7 | 1.0 | The everyday setup |\n| **Krea 2 Raw** | euler + beta57 | 20 - 30 | 18 - 27 | 0.5 | More steps = it hits harder |\n| **Z-Image Turbo** | uni_pc + simple | 8 - 9 | 8 | 0.75 | Takes detail the best |\n| **Flux 2 Klein** | uni_pc + simple | 4 | off | off | Too few steps: it shifts the light instead of adding detail |\n| **SDXL / Illustrious / Pony** | dpmpp_2m + karras | 25 - 30 | 23 - 27 | 0.75 | Karras is fine here, not on flow models |\n\n**Best Detail Daemon Settings**\n| Preset | amount | start | end | peak | exponent | mode | Recommended for | Notes |\n|---|---|---|---|---|---|---|---|---|\n| **Balanced** (default) | 1.0 | 0.15 | 0.85 | 0 | 0 | look only | Everyday use | The tested setting |\n| **Gentle sharpen** | 0.5 | 0.20 | 0.80 | 0.5 | 1 | look only | Portraits, skin | Barely moves anything |\n| **Original look** | 0.5 | 0.15 | 0.85 | 0 | 0 | classic | The old Detail Daemon feel | Small things shift |\n| **Keep layout** | 0.5 | 0.15 | 0.85 | 0 | 0 | keep structure | When nothing may move | About 45% slower |\n| **Smooth** | -0.5 | 0.15 | 0.85 | 0 | 0 | look only | Busy or grainy renders | Negative = smoother, less detail |\n\n### 💡 Quick Tips:\n- **peak** and **exponent** at 0 is where the punch comes from. Raise them for a gentler sharpen.\n- **amount** is the original Detail Daemon's scale: 1.0 = 10% less noise at the peak.\n- **classic** and **keep structure** hit harder than look only: start them at half the amount.\n- **start / end:** leave the last steps alone, or noise stays in the image.\n- 4-step models: not worth it.\n"
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10278 "text": "## MOSS Image: settings ⚙️📉😈🚀\n\n- **ModelSamplingAuraFlow (shift 5)** sits in front of the model: that is MOSS's own shift. Leave it, or change it here. ⚠️ Never ModelSamplingSD3: it turns MOSS into noise.\n- **Skip Layer 22** (Noodle Soup) runs on the negative pass, first half of the steps. Bypass it with the ⚡ Turbo LoRA.\n- 💡 Settings below marked *(MOSS)* are tested on MOSS. The rest came over from the Krea 2 version and are a starting point.\n\n---\n\n**LC Sampler Configure ⚙️**\n\n**total_steps**\n- **25 (MOSS):** ComfyUI's MOSS template. Clean.\n- **50:** OpenMOSS's own pick. More finish, twice the time.\n- **8:** only with the ⚡ Turbo LoRA (cfg 1).\n\n**step_swap**\n- **0:** one pass, no second sampler.\n- **15 of 25 (MOSS):** the last 10 steps run on the low pass, where LC Detail Daemon works.\n\n**detailer_steps**\n- Feeds the Face / Eyes / Hand Detailers, not the main render.\n- **20:** a full redraw at their low denoise.\n\n**denoise**\n- **1.0 (MOSS):** a new picture from scratch.\n- **0.5 - 0.7:** image to image, a real change.\n- **0.3 - 0.4:** image to image, a light polish.\n\n**cfg_1 / cfg_2**\n- **2.5 (MOSS):** ComfyUI's template. 3 is OpenMOSS's own.\n- **3 - 6:** raise it for a short prompt.\n- **1:** only with the ⚡ Turbo LoRA.\n\n**sampler_name / scheduler**\n- **er_sde / simple (MOSS):** ComfyUI's template.\n- **euler:** OpenMOSS's own sampler. Use it with the Turbo LoRA.\n- ⚠️ SDE samplers add their own noise: with Detail Daemon that can mean specks. Lower its amount if you see them.\n\n---\n\n**LC Sigmas 📉**\n\n**sigma_curve_presets**\n- **base (MOSS):** the plain scheduler from Sampler Configure (simple).\n- **gaussian:** the Krea 2 pick. Keeps the noise high a little longer. Untested on MOSS.\n- **beta:** your own alpha / beta. Higher alpha = more steps on composition, higher beta = more on detail.\n- **flowmatch / hyperbolic / saved:** other curve shapes. flowmatch and saved ignore the model's shift.\n\n**denoise_steps**\n- **at step swap (realism pick):** denoise covers the high pass only, then the low pass refines on its own.\n- **full schedule:** denoise covers the whole run. No visible difference in testing.\n\n**low_pass**\n- **continue noise schedule (realism pick):** one schedule over two samplers.\n- **renoise:** the high pass finishes, fresh noise goes back in, the low pass refines like a detailer.\n\n**scheduler_shape_2**\n- **same as first (realism pick):** one curve start to finish.\n- **simple / normal:** a different curve for the low pass only. Rarely worth it.\n\n**first_pass_resample**\n- **1.0 (MOSS):** off.\n- **1.15:** the Krea 2 pick. A few more high pass steps on the same path.\n- **1.5+:** slower, more high pass polish.\n\n**sigma_shift**\n- **use model default (MOSS):** here that is the AuraFlow 5.\n- **custom 2 - 3:** more steps on composition, less on detail.\n- **by image size:** Flux-type sampling only. Behind ModelSamplingAuraFlow it does nothing.\n\n**gaussian settings** (only with gaussian)\n- **mean 0.04 / std 1 / transform:** the Krea 2 pick.\n- **modulate:** a little softer.\n- **lower std (0.5):** bends the curve harder.\n- **cdf / pdf:** other bends. Test on a fixed seed.\n\n**Curve editing** (drag the graph)\n- **edit_mode smooth (pick):** pulls the neighbours along. **smooth_radius 1.5** = about 3 steps.\n- **spike:** moves one point only.\n- **reset curve:** back to the preset. **save curve:** keeps it as a preset.\n- ⚠️ Go easy dragging a gaussian curve down. It already keeps the noise high, and a big drag cuts the detail steps short and burns the picture.\n\n---\n\n**LC Speed Boost 🚀**\n\n- Lives on the **High Pass Sampler** only. About half the sampling time, same VRAM, same detail (roughly 33% off a full run).\n- **auto (realism pick):** switches to full resolution at the right step.\n- **grow_at_step:** set it yourself when auto is off. **0 = off.**\n- ⚠️ A seed frames a bit tighter with it on. Re-rendering an old seed? Set grow_at_step to 0 for that run.\n- 💡 Hunting seeds? Leave it on, so the seed you pick frames the same in the final.\n\n---\n\n**LC Detail Daemon 😈**\n\n**Where it goes**\n- **Low Pass Sampler (realism pick):** detail is made in the last steps, and the layout stays put.\n- **High pass:** it pushes the layout around and the detail comes out softer.\n- *note:* its window follows the sampler it's plugged into. `sigmas` only draws the graph.\n\n**amount**\n- **0:** off.\n- **0.34 (MOSS):** what ships here. A clean lift.\n- **0.5:** the Krea 2 pick.\n- **1.0:** crisp detail with look only.\n- **1.5+:** crunchy. At 12+ steps, come down.\n\n**start**\n- **0:** works from the very first low pass step.\n- **0.15 (realism pick):** a breath in, then full strength.\n- **0.3:** later, lighter.\n\n**end**\n- **0.7:** stops early, softer finish.\n- **0.85 (realism pick):** leaves the last step clean.\n- **1.0:** runs to the end. The last step gets grainy.\n\n**peak**\n- **0 (realism pick):** strongest at the start of the window.\n- **0.5:** strongest in the middle.\n- **1:** strongest at the end. Grainier.\n\n**exponent**\n- **0 (realism pick):** full strength across the whole window.\n- **1:** a smooth bell, gentler at the edges.\n- **2+:** a narrow spike around the peak.\n\n**mode**\n- **look only (realism pick):** crisp detail without reshuffles.\n- **classic:** the original Detail Daemon. More detail, small things shift. Start at half the amount.\n- **keep structure:** classic, but the layout cannot move. Two model calls per step (slower).\n\n\n"
10279 },
10280 "zh": {
10281 "text": "## MOSS Image:设置 ⚙️📉😈🚀\n\n- **ModelSamplingAuraFlow (shift 5)** 放在模型前面:这是 MOSS 自己的 shift。保持不动,或者在这里修改。⚠️ 绝对不要用 ModelSamplingSD3:它会把 MOSS 变成一团噪点。\n- **Skip Layer 22**(Noodle Soup)作用在负面 pass 的前半段步数上。用 ⚡ Turbo LoRA 时把它 bypass。\n- 💡 下面标有 *(MOSS)* 的设置是在 MOSS 上测试过的。其余的是从 Krea 2 版本沿用过来的,作为起点。\n\n---\n\n**LC Sampler Configure ⚙️**\n\n**total_steps**\n- **25 (MOSS):** ComfyUI 的 MOSS 模板。干净。\n- **50:** OpenMOSS 自己的选择。更精细,时间翻倍。\n- **8:** 仅配合 ⚡ Turbo LoRA(cfg 1)。\n\n**step_swap**\n- **0:** 单 pass,没有第二个采样器。\n- **25 步中的 15 (MOSS):** 最后 10 步在 low pass 上运行,LC Detail Daemon 在那里起作用。\n\n**detailer_steps**\n- 供给 Face / Eyes / Hand Detailer,不是主渲染。\n- **20:** 在它们较低的 denoise 下完整重绘。\n\n**denoise**\n- **1.0 (MOSS):** 从零开始生成新图。\n- **0.5 - 0.7:** 图生图,真正的改动。\n- **0.3 - 0.4:** 图生图,轻度润色。\n\n**cfg_1 / cfg_2**\n- **2.5 (MOSS):** ComfyUI 的模板。3 是 OpenMOSS 自己的。\n- **3 - 6:** 提示词很短时调高。\n- **1:** 仅配合 ⚡ Turbo LoRA。\n\n**sampler_name / scheduler**\n- **er_sde / simple (MOSS):** ComfyUI 的模板。\n- **euler:** OpenMOSS 自己的采样器。配合 Turbo LoRA 使用。\n- ⚠️ SDE 采样器会自己加噪点:配合 Detail Daemon 可能出现斑点。看到的话就降低它的 amount。\n\n---\n\n**LC Sigmas 📉**\n\n**sigma_curve_presets**\n- **base (MOSS):** Sampler Configure 里的普通 scheduler(simple)。\n- **gaussian:** Krea 2 的选择。让噪点保持高位久一点。MOSS 上未测试。\n- **beta:** 你自己的 alpha / beta。alpha 越高 = 构图上的步数越多,beta 越高 = 细节上的步数越多。\n- **flowmatch / hyperbolic / saved:** 其他曲线形状。flowmatch 和 saved 会忽略模型的 shift。\n\n**denoise_steps**\n- **at step swap(写实之选):** denoise 只覆盖 high pass,之后 low pass 自行精修。\n- **full schedule:** denoise 覆盖整个运行。测试中没有可见差异。\n\n**low_pass**\n- **continue noise schedule(写实之选):** 两个采样器共用一条调度。\n- **renoise:** high pass 结束后重新注入新的噪点,low pass 像 detailer 一样精修。\n\n**scheduler_shape_2**\n- **same as first(写实之选):** 从头到尾一条曲线。\n- **simple / normal:** 仅 low pass 使用不同的曲线。很少值得这么做。\n\n**first_pass_resample**\n- **1.0 (MOSS):** 关。\n- **1.15:** Krea 2 的选择。同一路径上多几步 high pass。\n- **1.5+:** 更慢,high pass 润色更多。\n\n**sigma_shift**\n- **use model default (MOSS):** 这里就是 AuraFlow 的 5。\n- **custom 2 - 3:** 构图上的步数更多,细节上更少。\n- **by image size:** 仅限 Flux 类采样。放在 ModelSamplingAuraFlow 后面不起作用。\n\n**gaussian settings**(仅 gaussian 时)\n- **mean 0.04 / std 1 / transform:** Krea 2 的选择。\n- **modulate:** 稍微柔和一点。\n- **更低的 std (0.5):** 曲线弯得更厉害。\n- **cdf / pdf:** 其他弯法。在固定 seed 上测试。\n\n**曲线编辑**(拖动图表)\n- **edit_mode smooth(推荐):** 带动相邻的点一起移动。**smooth_radius 1.5** = 约 3 步。\n- **spike:** 只移动一个点。\n- **reset curve:** 回到预设。**save curve:** 存为预设。\n- ⚠️ 向下拖 gaussian 曲线要轻手。它本来就让噪点保持高位,大幅拖动会截断细节步数,把画面烧坏。\n\n---\n\n**LC Speed Boost 🚀**\n\n- 只放在 **High Pass Sampler** 上。采样时间约减半,显存相同,细节相同(整个运行大约节省 33%)。\n- **auto(写实之选):** 在合适的步数切换到完整分辨率。\n- **grow_at_step:** auto 关闭时自己设置。**0 = 关。**\n- ⚠️ 开启后,同一个 seed 的构图会稍微紧一点。要重渲染旧 seed?这次运行把 grow_at_step 设为 0。\n- 💡 在刷 seed?保持开启,这样你选中的 seed 在最终图里构图一致。\n\n---\n\n**LC Detail Daemon 😈**\n\n**放在哪里**\n- **Low Pass Sampler(写实之选):** 细节在最后几步里生成,布局保持不动。\n- **High pass:** 它会推动布局,细节出来也更软。\n- *注意:* 它的窗口跟随它所接的采样器。`sigmas` 只用来画图表。\n\n**amount**\n- **0:** 关。\n- **0.34 (MOSS):** 这里的出厂值。干净的提升。\n- **0.5:** Krea 2 的选择。\n- **1.0:** look only 模式下的清晰细节。\n- **1.5+:** 发脆。12 步以上时,往下调。\n\n**start**\n- **0:** 从 low pass 的第一步就开始起作用。\n- **0.15(写实之选):** 先缓一口气,再全力。\n- **0.3:** 更晚,更轻。\n\n**end**\n- **0.7:** 提前停止,收尾更柔和。\n- **0.85(写实之选):** 让最后一步保持干净。\n- **1.0:** 一直运行到最后。最后一步会发粗。\n\n**peak**\n- **0(写实之选):** 在窗口开头最强。\n- **0.5:** 在中间最强。\n- **1:** 在结尾最强。更粗糙。\n\n**exponent**\n- **0(写实之选):** 整个窗口内全强度。\n- **1:** 平滑的钟形,边缘更温和。\n- **2+:** 围绕峰值的窄尖峰。\n\n**mode**\n- **look only(写实之选):** 清晰的细节,不会重新洗牌。\n- **classic:** 原版 Detail Daemon。细节更多,小东西会移位。从一半的 amount 开始。\n- **keep structure:** classic,但布局不能动。每步两次模型调用(更慢)。\n\n\n\n",
10282 "src": "702bfa26",
10283 "srcTitle": "MOSS settings 💵💎🪙🤑"
10284 },
10285 "ja": {
10286 "text": "## MOSS Image: 設定 ⚙️📉😈🚀\n\n- **ModelSamplingAuraFlow (shift 5)** がモデルの前に入っています。これが MOSS 自身の shift です。そのままにするか、ここで変更してください。⚠️ ModelSamplingSD3 は絶対にダメです。MOSS がノイズになります。\n- **Skip Layer 22**(Noodle Soup)は negative パスの、ステップ前半で動きます。⚡ Turbo LoRA を使うときはバイパスしてください。\n- 💡 以下の設定で *(MOSS)* と付いているものは、MOSS でテスト済みです。それ以外は Krea 2 版から持ってきたもので、出発点です。\n\n---\n\n**LC Sampler Configure ⚙️**\n\n**total_steps**\n- **25 (MOSS):** ComfyUI の MOSS テンプレート。クリーンです。\n- **50:** OpenMOSS 自身の選択。仕上がりは良くなりますが、時間は2倍です。\n- **8:** ⚡ Turbo LoRA(cfg 1)のときだけ。\n\n**step_swap**\n- **0:** 1パス。2つ目のサンプラーはなし。\n- **15 of 25 (MOSS):** 最後の10ステップを low pass で実行します。LC Detail Daemon はそこで働きます。\n\n**detailer_steps**\n- メインのレンダリングではなく、Face / Eyes / Hand Detailer に使われます。\n- **20:** 低い denoise でのフル再描画。\n\n**denoise**\n- **1.0 (MOSS):** ゼロから新しい画像を作ります。\n- **0.5 - 0.7:** image to image で、はっきり変えます。\n- **0.3 - 0.4:** image to image で、軽く磨きをかけます。\n\n**cfg_1 / cfg_2**\n- **2.5 (MOSS):** ComfyUI のテンプレート。3 は OpenMOSS 自身の値です。\n- **3 - 6:** プロンプトが短いときに上げます。\n- **1:** ⚡ Turbo LoRA のときだけ。\n\n**sampler_name / scheduler**\n- **er_sde / simple (MOSS):** ComfyUI のテンプレート。\n- **euler:** OpenMOSS 自身のサンプラー。Turbo LoRA と一緒に使います。\n- ⚠️ SDE サンプラーは独自のノイズを加えます。Detail Daemon と組み合わせると、ブツブツが出ることがあります。見えたら amount を下げてください。\n\n---\n\n**LC Sigmas 📉**\n\n**sigma_curve_presets**\n- **base (MOSS):** Sampler Configure のプレーンなスケジューラー(simple)。\n- **gaussian:** Krea 2 の選択。ノイズを少し長く高く保ちます。MOSS では未テストです。\n- **beta:** 自分の alpha / beta。alpha を上げると構図に、beta を上げるとディテールに、より多くのステップを使います。\n- **flowmatch / hyperbolic / saved:** その他のカーブ形状。flowmatch と saved は、モデルの shift を無視します。\n\n**denoise_steps**\n- **at step swap (realism pick):** denoise は high pass だけをカバーし、その後 low pass が単独で仕上げます。\n- **full schedule:** denoise が実行全体をカバーします。テストでは見た目の違いはありませんでした。\n\n**low_pass**\n- **continue noise schedule (realism pick):** 2つのサンプラーにまたがる1つのスケジュール。\n- **renoise:** high pass が終わったあと、新しいノイズが戻され、low pass が detailer のように仕上げます。\n\n**scheduler_shape_2**\n- **same as first (realism pick):** 最初から最後まで1つのカーブ。\n- **simple / normal:** low pass だけ別のカーブにします。使う価値はほとんどありません。\n\n**first_pass_resample**\n- **1.0 (MOSS):** オフ。\n- **1.15:** Krea 2 の選択。同じ経路で high pass のステップを少し増やします。\n- **1.5+:** 遅くなり、high pass での仕上げが増えます。\n\n**sigma_shift**\n- **use model default (MOSS):** ここでは AuraFlow の 5 のことです。\n- **custom 2 - 3:** 構図により多くのステップ、ディテールには少なくなります。\n- **by image size:** Flux 系のサンプリング専用。ModelSamplingAuraFlow の後ろでは何もしません。\n\n**gaussian settings**(gaussian のときのみ)\n- **mean 0.04 / std 1 / transform:** Krea 2 の選択。\n- **modulate:** 少しやわらかくなります。\n- **lower std (0.5):** カーブをより強く曲げます。\n- **cdf / pdf:** その他の曲げ方。固定 seed でテストしてください。\n\n**カーブの編集**(グラフをドラッグ)\n- **edit_mode smooth (pick):** 隣の点も一緒に引っ張ります。**smooth_radius 1.5** = 約3ステップ。\n- **spike:** 1点だけ動かします。\n- **reset curve:** プリセットに戻します。**save curve:** プリセットとして保存します。\n- ⚠️ gaussian カーブを下にドラッグするときはほどほどに。すでにノイズを高く保っているので、大きくドラッグするとディテールのステップが短くなり、画像が焼けます。\n\n---\n\n**LC Speed Boost 🚀**\n\n- **High Pass Sampler** にだけ接続します。サンプリング時間はほぼ半分、VRAM は同じ、ディテールも同じです(フル実行でおよそ33%短縮)。\n- **auto (realism pick):** 適切なステップでフル解像度に切り替わります。\n- **grow_at_step:** auto がオフのときは自分で設定します。**0 = オフ。**\n- ⚠️ オンにすると、seed のフレーミングが少しタイトになります。古い seed を再レンダリングするなら、その実行では grow_at_step を 0 にしてください。\n- 💡 seed を探しているなら、オンのままにしてください。選んだ seed が最終画像でも同じフレーミングになります。\n\n---\n\n**LC Detail Daemon 😈**\n\n**接続先**\n- **Low Pass Sampler (realism pick):** ディテールは最後のステップで作られ、レイアウトは動きません。\n- **High pass:** レイアウトが動かされ、ディテールもやわらかくなります。\n- *注意:* ウィンドウは、接続したサンプラーに追従します。`sigmas` はグラフの描画にだけ使われます。\n\n**amount**\n- **0:** オフ。\n- **0.34 (MOSS):** ここでの出荷時の値。クリーンな持ち上げ。\n- **0.5:** Krea 2 の選択。\n- **1.0:** look only でくっきりしたディテール。\n- **1.5+:** ガリガリになります。12ステップ以上なら下げてください。\n\n**start**\n- **0:** low pass の最初のステップから効かせます。\n- **0.15 (realism pick):** 少し間を置いてから、フル強度。\n- **0.3:** より遅く、より軽く。\n\n**end**\n- **0.7:** 早く止まり、仕上がりはやわらかめ。\n- **0.85 (realism pick):** 最後のステップはクリーンなまま。\n- **1.0:** 最後まで走ります。最後のステップがざらつきます。\n\n**peak**\n- **0 (realism pick):** ウィンドウの開始地点で最も強く。\n- **0.5:** 真ん中で最も強く。\n- **1:** 最後で最も強く。よりざらつきます。\n\n**exponent**\n- **0 (realism pick):** ウィンドウ全体でフル強度。\n- **1:** なめらかなベル型で、端はやさしく。\n- **2+:** ピーク付近の狭いスパイク。\n\n**mode**\n- **look only (realism pick):** 並べ替えなしでくっきりしたディテール。\n- **classic:** 元の Detail Daemon。ディテールは増えますが、小さなものが動きます。amount の半分から始めてください。\n- **keep structure:** classic ですが、レイアウトは動きません。1ステップにつきモデル呼び出しが2回(遅くなります)。\n\n\n",
10287 "src": "702bfa26",
10288 "srcTitle": "MOSS settings 💵💎🪙🤑"
10289 },
10290 "ko": {
10291 "text": "## MOSS Image: 설정 ⚙️📉😈🚀\n\n- **ModelSamplingAuraFlow (shift 5)**가 모델 앞에 있습니다. MOSS 고유의 shift입니다. 그대로 두거나 여기서 바꾸세요. ⚠️ ModelSamplingSD3는 절대 안 됩니다. MOSS가 노이즈로 변해버립니다.\n- **Skip Layer 22** (Noodle Soup)는 steps 전반부의 negative 패스에서 실행됩니다. ⚡ Turbo LoRA를 쓸 때는 바이패스하세요.\n- 💡 아래 *(MOSS)*로 표시된 설정은 MOSS에서 테스트한 값입니다. 나머지는 Krea 2 버전에서 가져온 것이라 시작점입니다.\n\n---\n\n**LC Sampler Configure ⚙️**\n\n**total_steps**\n- **25 (MOSS):** ComfyUI의 MOSS 템플릿 값. 깔끔합니다.\n- **50:** OpenMOSS 자체 선택. 마무리가 더 좋지만 시간이 두 배.\n- **8:** ⚡ Turbo LoRA와 함께일 때만 (cfg 1).\n\n**step_swap**\n- **0:** 한 패스, 두 번째 샘플러 없음.\n- **25 중 15 (MOSS):** 마지막 10 steps는 low pass에서 실행되며, LC Detail Daemon이 여기서 작동합니다.\n\n**detailer_steps**\n- 메인 렌더가 아니라 Face / Eyes / Hand Detailer에 들어갑니다.\n- **20:** 낮은 denoise로 전체를 다시 그립니다.\n\n**denoise**\n- **1.0 (MOSS):** 처음부터 새 그림.\n- **0.5 - 0.7:** image to image, 확실한 변화.\n- **0.3 - 0.4:** image to image, 가벼운 보정.\n\n**cfg_1 / cfg_2**\n- **2.5 (MOSS):** ComfyUI 템플릿 값. 3은 OpenMOSS 자체 값입니다.\n- **3 - 6:** 프롬프트가 짧을 때 올리세요.\n- **1:** ⚡ Turbo LoRA와 함께일 때만.\n\n**sampler_name / scheduler**\n- **er_sde / simple (MOSS):** ComfyUI 템플릿 값.\n- **euler:** OpenMOSS 자체 샘플러. Turbo LoRA와 함께 쓰세요.\n- ⚠️ SDE 샘플러는 자체 노이즈를 추가합니다. Detail Daemon과 쓰면 점박이가 생길 수 있으니, 보이면 amount를 낮추세요.\n\n---\n\n**LC Sigmas 📉**\n\n**sigma_curve_presets**\n- **base (MOSS):** Sampler Configure의 기본 scheduler (simple).\n- **gaussian:** Krea 2 선택. 노이즈를 조금 더 오래 높게 유지합니다. MOSS에서는 테스트하지 않았습니다.\n- **beta:** 직접 설정하는 alpha / beta. alpha가 높을수록 구도에 steps를 더 쓰고, beta가 높을수록 디테일에 더 씁니다.\n- **flowmatch / hyperbolic / saved:** 다른 곡선 모양. flowmatch와 saved는 모델의 shift를 무시합니다.\n\n**denoise_steps**\n- **at step swap (realism 선택):** denoise가 high pass만 다루고, 이후 low pass가 알아서 다듬습니다.\n- **full schedule:** denoise가 전체 실행을 다룹니다. 테스트에서는 눈에 보이는 차이가 없었습니다.\n\n**low_pass**\n- **continue noise schedule (realism 선택):** 샘플러 두 개에 걸친 하나의 스케줄.\n- **renoise:** high pass가 끝나면 새 노이즈를 다시 넣고, low pass가 디테일러처럼 다듬습니다.\n\n**scheduler_shape_2**\n- **same as first (realism 선택):** 처음부터 끝까지 하나의 곡선.\n- **simple / normal:** low pass에만 다른 곡선. 그럴 가치가 있는 경우는 드뭅니다.\n\n**first_pass_resample**\n- **1.0 (MOSS):** 꺼짐.\n- **1.15:** Krea 2 선택. 같은 경로에서 high pass steps를 조금 더.\n- **1.5+:** 더 느리고, high pass 다듬기가 더 많음.\n\n**sigma_shift**\n- **use model default (MOSS):** 여기서는 AuraFlow 5입니다.\n- **custom 2 - 3:** 구도에 steps를 더 쓰고 디테일에는 덜 씁니다.\n- **by image size:** Flux 방식 샘플링 전용. ModelSamplingAuraFlow 뒤에서는 아무 효과가 없습니다.\n\n**gaussian 설정** (gaussian일 때만)\n- **mean 0.04 / std 1 / transform:** Krea 2 선택.\n- **modulate:** 조금 더 부드럽게.\n- **더 낮은 std (0.5):** 곡선이 더 세게 휩니다.\n- **cdf / pdf:** 다른 곡선 모양. fixed seed로 테스트하세요.\n\n**곡선 편집** (그래프를 드래그)\n- **edit_mode smooth (추천):** 이웃 점들을 함께 끌고 갑니다. **smooth_radius 1.5** = 약 3 steps.\n- **spike:** 점 하나만 움직입니다.\n- **reset curve:** 프리셋으로 되돌립니다. **save curve:** 프리셋으로 저장합니다.\n- ⚠️ gaussian 곡선을 아래로 끌 때는 살살 하세요. 이미 노이즈를 높게 유지하고 있어서, 크게 끌면 디테일 steps가 잘려 그림이 타버립니다.\n\n---\n\n**LC Speed Boost 🚀**\n\n- **High Pass Sampler**에만 연결합니다. 샘플링 시간이 약 절반으로 줄고, VRAM과 디테일은 같습니다 (전체 실행 기준 약 33% 단축).\n- **auto (realism 선택):** 적절한 step에서 전체 해상도로 전환합니다.\n- **grow_at_step:** auto가 꺼져 있으면 직접 설정하세요. **0 = 꺼짐.**\n- ⚠️ 켜면 같은 seed도 구도가 조금 더 타이트해집니다. 예전 seed를 다시 렌더한다면 그 실행에서는 grow_at_step을 0으로 두세요.\n- 💡 seed를 찾는 중이라면 켜두세요. 그래야 고른 seed가 최종본에서도 같은 구도로 나옵니다.\n\n---\n\n**LC Detail Daemon 😈**\n\n**어디에 연결하나**\n- **Low Pass Sampler (realism 선택):** 디테일이 마지막 steps에서 만들어지고 레이아웃은 그대로 유지됩니다.\n- **High pass:** 레이아웃을 흔들고 디테일도 더 흐릿하게 나옵니다.\n- *참고:* 적용 구간은 연결된 샘플러를 따라갑니다. `sigmas`는 그래프를 그리기만 합니다.\n\n**amount**\n- **0:** 꺼짐.\n- **0.34 (MOSS):** 여기 기본 탑재값. 깔끔하게 끌어올립니다.\n- **0.5:** Krea 2 선택.\n- **1.0:** look only와 함께일 때 선명한 디테일.\n- **1.5+:** 바삭바삭하게 거칠어집니다. 12 steps 이상이면 낮추세요.\n\n**start**\n- **0:** low pass 첫 step부터 작동.\n- **0.15 (realism 선택):** 숨 한 번 돌리고 나서 최대 강도.\n- **0.3:** 더 늦고, 더 약하게.\n\n**end**\n- **0.7:** 일찍 멈춤, 더 부드러운 마무리.\n- **0.85 (realism 선택):** 마지막 step을 깨끗하게 남겨둡니다.\n- **1.0:** 끝까지 실행. 마지막 step에 그레인이 생깁니다.\n\n**peak**\n- **0 (realism 선택):** 구간 시작에서 가장 강함.\n- **0.5:** 중간에서 가장 강함.\n- **1:** 끝에서 가장 강함. 더 거칠어집니다.\n\n**exponent**\n- **0 (realism 선택):** 구간 전체에서 최대 강도.\n- **1:** 부드러운 종 모양, 가장자리는 더 약함.\n- **2+:** 피크 주변의 좁은 스파이크.\n\n**mode**\n- **look only (realism 선택):** 뒤섞임 없이 선명한 디테일.\n- **classic:** 원래의 Detail Daemon. 디테일이 더 많고 작은 것들이 움직입니다. amount의 절반에서 시작하세요.\n- **keep structure:** classic이되 레이아웃은 움직일 수 없습니다. step당 모델 호출 두 번 (더 느림).\n\n\n",
10292 "src": "702bfa26",
10293 "srcTitle": "MOSS settings 💵💎🪙🤑"
10294 }
10295 },
10296 "titles": {
10297 "en": "MOSS settings 💵💎🪙🤑",
10298 "zh": "MOSS 设置 💵💎🪙🤑",
10299 "ja": "MOSS 設定 💵💎🪙🤑",
10300 "ko": "MOSS 설정 💵💎🪙🤑"
10301 }
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10310 "English ✏️",
10311 "## MOSS Image: settings ⚙️📉😈🚀\n\n- **ModelSamplingAuraFlow (shift 5)** sits in front of the model: that is MOSS's own shift. Leave it, or change it here. ⚠️ Never ModelSamplingSD3: it turns MOSS into noise.\n- **Skip Layer 22** (Noodle Soup) runs on the negative pass, first half of the steps. Bypass it with the ⚡ Turbo LoRA.\n- 💡 Settings below marked *(MOSS)* are tested on MOSS. The rest came over from the Krea 2 version and are a starting point.\n\n---\n\n**LC Sampler Configure ⚙️**\n\n**total_steps**\n- **25 (MOSS):** ComfyUI's MOSS template. Clean.\n- **50:** OpenMOSS's own pick. More finish, twice the time.\n- **8:** only with the ⚡ Turbo LoRA (cfg 1).\n\n**step_swap**\n- **0:** one pass, no second sampler.\n- **15 of 25 (MOSS):** the last 10 steps run on the low pass, where LC Detail Daemon works.\n\n**detailer_steps**\n- Feeds the Face / Eyes / Hand Detailers, not the main render.\n- **20:** a full redraw at their low denoise.\n\n**denoise**\n- **1.0 (MOSS):** a new picture from scratch.\n- **0.5 - 0.7:** image to image, a real change.\n- **0.3 - 0.4:** image to image, a light polish.\n\n**cfg_1 / cfg_2**\n- **2.5 (MOSS):** ComfyUI's template. 3 is OpenMOSS's own.\n- **3 - 6:** raise it for a short prompt.\n- **1:** only with the ⚡ Turbo LoRA.\n\n**sampler_name / scheduler**\n- **er_sde / simple (MOSS):** ComfyUI's template.\n- **euler:** OpenMOSS's own sampler. Use it with the Turbo LoRA.\n- ⚠️ SDE samplers add their own noise: with Detail Daemon that can mean specks. Lower its amount if you see them.\n\n---\n\n**LC Sigmas 📉**\n\n**sigma_curve_presets**\n- **base (MOSS):** the plain scheduler from Sampler Configure (simple).\n- **gaussian:** the Krea 2 pick. Keeps the noise high a little longer. Untested on MOSS.\n- **beta:** your own alpha / beta. Higher alpha = more steps on composition, higher beta = more on detail.\n- **flowmatch / hyperbolic / saved:** other curve shapes. flowmatch and saved ignore the model's shift.\n\n**denoise_steps**\n- **at step swap (realism pick):** denoise covers the high pass only, then the low pass refines on its own.\n- **full schedule:** denoise covers the whole run. No visible difference in testing.\n\n**low_pass**\n- **continue noise schedule (realism pick):** one schedule over two samplers.\n- **renoise:** the high pass finishes, fresh noise goes back in, the low pass refines like a detailer.\n\n**scheduler_shape_2**\n- **same as first (realism pick):** one curve start to finish.\n- **simple / normal:** a different curve for the low pass only. Rarely worth it.\n\n**first_pass_resample**\n- **1.0 (MOSS):** off.\n- **1.15:** the Krea 2 pick. A few more high pass steps on the same path.\n- **1.5+:** slower, more high pass polish.\n\n**sigma_shift**\n- **use model default (MOSS):** here that is the AuraFlow 5.\n- **custom 2 - 3:** more steps on composition, less on detail.\n- **by image size:** Flux-type sampling only. Behind ModelSamplingAuraFlow it does nothing.\n\n**gaussian settings** (only with gaussian)\n- **mean 0.04 / std 1 / transform:** the Krea 2 pick.\n- **modulate:** a little softer.\n- **lower std (0.5):** bends the curve harder.\n- **cdf / pdf:** other bends. Test on a fixed seed.\n\n**Curve editing** (drag the graph)\n- **edit_mode smooth (pick):** pulls the neighbours along. **smooth_radius 1.5** = about 3 steps.\n- **spike:** moves one point only.\n- **reset curve:** back to the preset. **save curve:** keeps it as a preset.\n- ⚠️ Go easy dragging a gaussian curve down. It already keeps the noise high, and a big drag cuts the detail steps short and burns the picture.\n\n---\n\n**LC Speed Boost 🚀**\n\n- Lives on the **High Pass Sampler** only. About half the sampling time, same VRAM, same detail (roughly 33% off a full run).\n- **auto (realism pick):** switches to full resolution at the right step.\n- **grow_at_step:** set it yourself when auto is off. **0 = off.**\n- ⚠️ A seed frames a bit tighter with it on. Re-rendering an old seed? Set grow_at_step to 0 for that run.\n- 💡 Hunting seeds? Leave it on, so the seed you pick frames the same in the final.\n\n---\n\n**LC Detail Daemon 😈**\n\n**Where it goes**\n- **Low Pass Sampler (realism pick):** detail is made in the last steps, and the layout stays put.\n- **High pass:** it pushes the layout around and the detail comes out softer.\n- *note:* its window follows the sampler it's plugged into. `sigmas` only draws the graph.\n\n**amount**\n- **0:** off.\n- **0.34 (MOSS):** what ships here. A clean lift.\n- **0.5:** the Krea 2 pick.\n- **1.0:** crisp detail with look only.\n- **1.5+:** crunchy. At 12+ steps, come down.\n\n**start**\n- **0:** works from the very first low pass step.\n- **0.15 (realism pick):** a breath in, then full strength.\n- **0.3:** later, lighter.\n\n**end**\n- **0.7:** stops early, softer finish.\n- **0.85 (realism pick):** leaves the last step clean.\n- **1.0:** runs to the end. The last step gets grainy.\n\n**peak**\n- **0 (realism pick):** strongest at the start of the window.\n- **0.5:** strongest in the middle.\n- **1:** strongest at the end. Grainier.\n\n**exponent**\n- **0 (realism pick):** full strength across the whole window.\n- **1:** a smooth bell, gentler at the edges.\n- **2+:** a narrow spike around the peak.\n\n**mode**\n- **look only (realism pick):** crisp detail without reshuffles.\n- **classic:** the original Detail Daemon. More detail, small things shift. Start at half the amount.\n- **keep structure:** classic, but the layout cannot move. Two model calls per step (slower).\n\n\n"
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10314 "language": "English ✏️",
10315 "text": "## MOSS Image: settings ⚙️📉😈🚀\n\n- **ModelSamplingAuraFlow (shift 5)** sits in front of the model: that is MOSS's own shift. Leave it, or change it here. ⚠️ Never ModelSamplingSD3: it turns MOSS into noise.\n- **Skip Layer 22** (Noodle Soup) runs on the negative pass, first half of the steps. Bypass it with the ⚡ Turbo LoRA.\n- 💡 Settings below marked *(MOSS)* are tested on MOSS. The rest came over from the Krea 2 version and are a starting point.\n\n---\n\n**LC Sampler Configure ⚙️**\n\n**total_steps**\n- **25 (MOSS):** ComfyUI's MOSS template. Clean.\n- **50:** OpenMOSS's own pick. More finish, twice the time.\n- **8:** only with the ⚡ Turbo LoRA (cfg 1).\n\n**step_swap**\n- **0:** one pass, no second sampler.\n- **15 of 25 (MOSS):** the last 10 steps run on the low pass, where LC Detail Daemon works.\n\n**detailer_steps**\n- Feeds the Face / Eyes / Hand Detailers, not the main render.\n- **20:** a full redraw at their low denoise.\n\n**denoise**\n- **1.0 (MOSS):** a new picture from scratch.\n- **0.5 - 0.7:** image to image, a real change.\n- **0.3 - 0.4:** image to image, a light polish.\n\n**cfg_1 / cfg_2**\n- **2.5 (MOSS):** ComfyUI's template. 3 is OpenMOSS's own.\n- **3 - 6:** raise it for a short prompt.\n- **1:** only with the ⚡ Turbo LoRA.\n\n**sampler_name / scheduler**\n- **er_sde / simple (MOSS):** ComfyUI's template.\n- **euler:** OpenMOSS's own sampler. Use it with the Turbo LoRA.\n- ⚠️ SDE samplers add their own noise: with Detail Daemon that can mean specks. Lower its amount if you see them.\n\n---\n\n**LC Sigmas 📉**\n\n**sigma_curve_presets**\n- **base (MOSS):** the plain scheduler from Sampler Configure (simple).\n- **gaussian:** the Krea 2 pick. Keeps the noise high a little longer. Untested on MOSS.\n- **beta:** your own alpha / beta. Higher alpha = more steps on composition, higher beta = more on detail.\n- **flowmatch / hyperbolic / saved:** other curve shapes. flowmatch and saved ignore the model's shift.\n\n**denoise_steps**\n- **at step swap (realism pick):** denoise covers the high pass only, then the low pass refines on its own.\n- **full schedule:** denoise covers the whole run. No visible difference in testing.\n\n**low_pass**\n- **continue noise schedule (realism pick):** one schedule over two samplers.\n- **renoise:** the high pass finishes, fresh noise goes back in, the low pass refines like a detailer.\n\n**scheduler_shape_2**\n- **same as first (realism pick):** one curve start to finish.\n- **simple / normal:** a different curve for the low pass only. Rarely worth it.\n\n**first_pass_resample**\n- **1.0 (MOSS):** off.\n- **1.15:** the Krea 2 pick. A few more high pass steps on the same path.\n- **1.5+:** slower, more high pass polish.\n\n**sigma_shift**\n- **use model default (MOSS):** here that is the AuraFlow 5.\n- **custom 2 - 3:** more steps on composition, less on detail.\n- **by image size:** Flux-type sampling only. Behind ModelSamplingAuraFlow it does nothing.\n\n**gaussian settings** (only with gaussian)\n- **mean 0.04 / std 1 / transform:** the Krea 2 pick.\n- **modulate:** a little softer.\n- **lower std (0.5):** bends the curve harder.\n- **cdf / pdf:** other bends. Test on a fixed seed.\n\n**Curve editing** (drag the graph)\n- **edit_mode smooth (pick):** pulls the neighbours along. **smooth_radius 1.5** = about 3 steps.\n- **spike:** moves one point only.\n- **reset curve:** back to the preset. **save curve:** keeps it as a preset.\n- ⚠️ Go easy dragging a gaussian curve down. It already keeps the noise high, and a big drag cuts the detail steps short and burns the picture.\n\n---\n\n**LC Speed Boost 🚀**\n\n- Lives on the **High Pass Sampler** only. About half the sampling time, same VRAM, same detail (roughly 33% off a full run).\n- **auto (realism pick):** switches to full resolution at the right step.\n- **grow_at_step:** set it yourself when auto is off. **0 = off.**\n- ⚠️ A seed frames a bit tighter with it on. Re-rendering an old seed? Set grow_at_step to 0 for that run.\n- 💡 Hunting seeds? Leave it on, so the seed you pick frames the same in the final.\n\n---\n\n**LC Detail Daemon 😈**\n\n**Where it goes**\n- **Low Pass Sampler (realism pick):** detail is made in the last steps, and the layout stays put.\n- **High pass:** it pushes the layout around and the detail comes out softer.\n- *note:* its window follows the sampler it's plugged into. `sigmas` only draws the graph.\n\n**amount**\n- **0:** off.\n- **0.34 (MOSS):** what ships here. A clean lift.\n- **0.5:** the Krea 2 pick.\n- **1.0:** crisp detail with look only.\n- **1.5+:** crunchy. At 12+ steps, come down.\n\n**start**\n- **0:** works from the very first low pass step.\n- **0.15 (realism pick):** a breath in, then full strength.\n- **0.3:** later, lighter.\n\n**end**\n- **0.7:** stops early, softer finish.\n- **0.85 (realism pick):** leaves the last step clean.\n- **1.0:** runs to the end. The last step gets grainy.\n\n**peak**\n- **0 (realism pick):** strongest at the start of the window.\n- **0.5:** strongest in the middle.\n- **1:** strongest at the end. Grainier.\n\n**exponent**\n- **0 (realism pick):** full strength across the whole window.\n- **1:** a smooth bell, gentler at the edges.\n- **2+:** a narrow spike around the peak.\n\n**mode**\n- **look only (realism pick):** crisp detail without reshuffles.\n- **classic:** the original Detail Daemon. More detail, small things shift. Start at half the amount.\n- **keep structure:** classic, but the layout cannot move. Two model calls per step (slower).\n\n\n"
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12619 "texts": {
12620 "en": {
12621 "text": "## LC VOSR2 Upscale🧩\n\n**What is it?**\n\n- An upscaler built for *speed* and low VRAM, with the highest quality possible.\n\n- It uses a dedicated upscale model (VOSR 2.0) that sharpens and adds fine detail without redrawing the picture.\n\n- 💡Hook it up after my detailers with the pipe version. It passes along what the detailers already fixed, so LC Skin Upscale and LC Skin Texture don't turn skin pores into freckles or craters.\n---\n\n### Speed and size chart*\n\n| upscale_by | Output size | Time | GPU memory |\n|---|---|---|---|\n| 1.5x | 1596 x 2028 | 2.8 s | 4.7 GB |\n| 2x | 2128 x 2704 | 4.4 s | 4.8 GB |\n| 3x | 3192 x 4056 | 8.6 s | 5.1 GB |\n| 4x | 4256 x 5408 | 16 s | 5.7 GB |\n| 6x (3x + 2x) | 6384 x 8112 | 46 s | 8.4 GB |\n| 8x (4x + 2x) | 8512 x 10816 | 75 s | 12.0 GB |\n\n**All tests based on a 1064x1352 render on an RTX 5090, warm.*\n\n**⏱️ Time will vary by card, but the output size will not. About 5 GB covers 1.5x - 3x, so it can almost run on a 🥔**\n\n---\n\n**Settings ⚙️**\n\n- **tile_size:** 512, what it was trained at. Leave it.\n- **vae_tile_size:** lower = less VRAM, a little slower.\n- **seed:** only changes the finest grain.\n- **protected:** the detailers' areas at the new size. Wire it into **protect_mask** on LC Skin Upscale and LC Skin Texture so they do not add skin detail twice.\n- 👋🏼 **The first run downloads the weights (about 6.5 GB) into `models/vosr2`.** This takes a few minutes."
12622 },
12623 "zh": {
12624 "text": "## LC VOSR2 Upscale🧩\n\n**这是什么?**\n\n- 一个追求*速度*、低 VRAM、同时尽可能高画质的放大器。\n\n- 它使用专用的放大模型(VOSR 2.0),在不重画画面的前提下锐化并补充细节。\n\n- 💡用 pipe 版本接在我的 detailer 之后。它会把 detailer 已经修好的内容传下去,这样 LC Skin Upscale 和 LC Skin Texture 就不会把皮肤毛孔变成雀斑或坑洞。\n---\n\n### 速度与尺寸表*\n\n| upscale_by | 输出尺寸 | 耗时 | 显存占用 |\n|---|---|---|---|\n| 1.5x | 1596 x 2028 | 2.8 s | 4.7 GB |\n| 2x | 2128 x 2704 | 4.4 s | 4.8 GB |\n| 3x | 3192 x 4056 | 8.6 s | 5.1 GB |\n| 4x | 4256 x 5408 | 16 s | 5.7 GB |\n| 6x (3x + 2x) | 6384 x 8112 | 46 s | 8.4 GB |\n| 8x (4x + 2x) | 8512 x 10816 | 75 s | 12.0 GB |\n\n**所有测试基于 RTX 5090 上 1064x1352 的渲染,已预热。*\n\n**⏱️ 耗时因显卡而异,但输出尺寸不会变。1.5x - 3x 大约 5 GB 就够,所以差不多能在一颗 🥔 上跑**\n\n---\n\n**设置 ⚙️**\n\n- **tile_size:** 512,训练时用的值。别动。\n- **vae_tile_size:** 越低 = VRAM 越少,速度稍慢。\n- **seed:** 只影响最细微的颗粒。\n- **protected:** detailer 处理过的区域(按新尺寸)。把它接到 LC Skin Upscale 和 LC Skin Texture 的 **protect_mask**,这样它们就不会重复添加皮肤细节。\n- 👋🏼 **第一次运行会把权重(约 6.5 GB)下载到 `models/vosr2`。** 需要几分钟。\n",
12625 "src": "95f8c09d",
12626 "srcTitle": "LC VOSR2 Upscale🧩"
12627 },
12628 "ja": {
12629 "text": "## LC VOSR2 Upscale🧩\n\n**これは何?**\n\n- *速度*と低 VRAM を重視しつつ、可能な限り高い品質を出すアップスケーラーです。\n\n- 専用のアップスケールモデル(VOSR 2.0)を使い、絵を描き直さずにシャープにして細かいディテールを加えます。\n\n- 💡 pipe 版を使って、私の detailer の後に接続してください。detailer がすでに直した部分を引き継ぐので、LC Skin Upscale や LC Skin Texture が肌の毛穴をそばかすやクレーターにしてしまうことがありません。\n---\n\n### 速度とサイズの表*\n\n| upscale_by | 出力サイズ | 時間 | GPU メモリ |\n|---|---|---|---|\n| 1.5x | 1596 x 2028 | 2.8 s | 4.7 GB |\n| 2x | 2128 x 2704 | 4.4 s | 4.8 GB |\n| 3x | 3192 x 4056 | 8.6 s | 5.1 GB |\n| 4x | 4256 x 5408 | 16 s | 5.7 GB |\n| 6x (3x + 2x) | 6384 x 8112 | 46 s | 8.4 GB |\n| 8x (4x + 2x) | 8512 x 10816 | 75 s | 12.0 GB |\n\n**すべてのテストは RTX 5090 で、ウォームアップ後の 1064x1352 レンダリングが基準です。*\n\n**⏱️ 時間はカードによって変わりますが、出力サイズは変わりません。約 5 GB で 1.5x - 3x をカバーできるので、🥔でもほぼ動きます**\n\n---\n\n**設定 ⚙️**\n\n- **tile_size:** 512、学習時のサイズです。そのままにしてください。\n- **vae_tile_size:** 小さいほど VRAM を節約でき、その分少し遅くなります。\n- **seed:** ごく細かいグレインだけが変わります。\n- **protected:** 新しいサイズでの detailer の領域です。LC Skin Upscale と LC Skin Texture の **protect_mask** に接続すると、肌のディテールが二重に加わりません。\n- 👋🏼 **初回実行時にウェイト(約 6.5 GB)が `models/vosr2` にダウンロードされます。** 数分かかります。",
12630 "src": "95f8c09d",
12631 "srcTitle": "LC VOSR2 Upscale🧩"
12632 },
12633 "ko": {
12634 "text": "## LC VOSR2 Upscale🧩\n\n**이게 뭐예요?**\n\n- *속도*와 낮은 VRAM에 맞춰 만들었으면서 가능한 최고 품질을 내는 업스케일러예요.\n\n- 전용 업스케일 모델(VOSR 2.0)을 써서, 그림을 다시 그리지 않고 선명도와 잔디테일을 더해요.\n\n- 💡 pipe 버전으로 내 detailer 뒤에 연결하세요. detailer가 이미 고친 부분을 그대로 넘겨주기 때문에, LC Skin Upscale과 LC Skin Texture가 피부 모공을 주근깨나 크레이터로 바꿔 놓지 않아요.\n---\n\n### 속도와 크기 표*\n\n| upscale_by | 출력 크기 | 시간 | GPU 메모리 |\n|---|---|---|---|\n| 1.5x | 1596 x 2028 | 2.8 s | 4.7 GB |\n| 2x | 2128 x 2704 | 4.4 s | 4.8 GB |\n| 3x | 3192 x 4056 | 8.6 s | 5.1 GB |\n| 4x | 4256 x 5408 | 16 s | 5.7 GB |\n| 6x (3x + 2x) | 6384 x 8112 | 46 s | 8.4 GB |\n| 8x (4x + 2x) | 8512 x 10816 | 75 s | 12.0 GB |\n\n**모든 테스트는 RTX 5090에서 1064x1352 렌더 기준, 워밍업 후 측정했어요.*\n\n**⏱️ 시간은 카드마다 다르지만 출력 크기는 같아요. 1.5x - 3x는 약 5 GB면 충분해서, 거의 🥔에서도 돌아가요**\n\n---\n\n**설정 ⚙️**\n\n- **tile_size:** 512, 학습된 크기예요. 그대로 두세요.\n- **vae_tile_size:** 낮출수록 VRAM이 줄고 조금 느려져요.\n- **seed:** 가장 미세한 그레인만 바뀌어요.\n- **protected:** 새 크기로 변환된 detailer 영역이에요. LC Skin Upscale과 LC Skin Texture의 **protect_mask**에 연결하면 피부 디테일이 두 번 더해지지 않아요.\n- 👋🏼 **처음 실행하면 가중치(약 6.5 GB)를 `models/vosr2`에 다운로드해요.** 몇 분 걸려요.\n",
12635 "src": "95f8c09d",
12636 "srcTitle": "LC VOSR2 Upscale🧩"
12637 }
12638 },
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12641 "zh": "LC VOSR2 Upscale🧩",
12642 "ja": "LC VOSR2 Upscale🧩",
12643 "ko": "LC VOSR2 Upscale🧩"
12644 }
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12653 "English ✏️",
12654 "## LC VOSR2 Upscale🧩\n\n**What is it?**\n\n- An upscaler built for *speed* and low VRAM, with the highest quality possible.\n\n- It uses a dedicated upscale model (VOSR 2.0) that sharpens and adds fine detail without redrawing the picture.\n\n- 💡Hook it up after my detailers with the pipe version. It passes along what the detailers already fixed, so LC Skin Upscale and LC Skin Texture don't turn skin pores into freckles or craters.\n---\n\n### Speed and size chart*\n\n| upscale_by | Output size | Time | GPU memory |\n|---|---|---|---|\n| 1.5x | 1596 x 2028 | 2.8 s | 4.7 GB |\n| 2x | 2128 x 2704 | 4.4 s | 4.8 GB |\n| 3x | 3192 x 4056 | 8.6 s | 5.1 GB |\n| 4x | 4256 x 5408 | 16 s | 5.7 GB |\n| 6x (3x + 2x) | 6384 x 8112 | 46 s | 8.4 GB |\n| 8x (4x + 2x) | 8512 x 10816 | 75 s | 12.0 GB |\n\n**All tests based on a 1064x1352 render on an RTX 5090, warm.*\n\n**⏱️ Time will vary by card, but the output size will not. About 5 GB covers 1.5x - 3x, so it can almost run on a 🥔**\n\n---\n\n**Settings ⚙️**\n\n- **tile_size:** 512, what it was trained at. Leave it.\n- **vae_tile_size:** lower = less VRAM, a little slower.\n- **seed:** only changes the finest grain.\n- **protected:** the detailers' areas at the new size. Wire it into **protect_mask** on LC Skin Upscale and LC Skin Texture so they do not add skin detail twice.\n- 👋🏼 **The first run downloads the weights (about 6.5 GB) into `models/vosr2`.** This takes a few minutes."
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12658 "text": "## LC VOSR2 Upscale🧩\n\n**What is it?**\n\n- An upscaler built for *speed* and low VRAM, with the highest quality possible.\n\n- It uses a dedicated upscale model (VOSR 2.0) that sharpens and adds fine detail without redrawing the picture.\n\n- 💡Hook it up after my detailers with the pipe version. It passes along what the detailers already fixed, so LC Skin Upscale and LC Skin Texture don't turn skin pores into freckles or craters.\n---\n\n### Speed and size chart*\n\n| upscale_by | Output size | Time | GPU memory |\n|---|---|---|---|\n| 1.5x | 1596 x 2028 | 2.8 s | 4.7 GB |\n| 2x | 2128 x 2704 | 4.4 s | 4.8 GB |\n| 3x | 3192 x 4056 | 8.6 s | 5.1 GB |\n| 4x | 4256 x 5408 | 16 s | 5.7 GB |\n| 6x (3x + 2x) | 6384 x 8112 | 46 s | 8.4 GB |\n| 8x (4x + 2x) | 8512 x 10816 | 75 s | 12.0 GB |\n\n**All tests based on a 1064x1352 render on an RTX 5090, warm.*\n\n**⏱️ Time will vary by card, but the output size will not. About 5 GB covers 1.5x - 3x, so it can almost run on a 🥔**\n\n---\n\n**Settings ⚙️**\n\n- **tile_size:** 512, what it was trained at. Leave it.\n- **vae_tile_size:** lower = less VRAM, a little slower.\n- **seed:** only changes the finest grain.\n- **protected:** the detailers' areas at the new size. Wire it into **protect_mask** on LC Skin Upscale and LC Skin Texture so they do not add skin detail twice.\n- 👋🏼 **The first run downloads the weights (about 6.5 GB) into `models/vosr2`.** This takes a few minutes."
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12686 "en": {
12687 "text": "**LC Smart Detailer 🩹**\n- Finds the face with SAM 3, redraws it at full detail, and blends it back in.\n- Runs **before** the upscale, on the small picture, where it is fast and sees the whole face.\n- **prompt:** \"Face\". Add **:1** (`Face:1`) for only the biggest face.\n- **threshold:** 0.5. Lower finds more (and more wrong things).\n- **grow:** 4 - 8. **feather:** 8 - 12.\n- **padding:** 64 - 128. More = the model sees more of the scene around the face.\n- **inpaint_resolution:** 1024.\n- **denoise:** 0.3 - 0.35. Higher starts adding blotches and freckles, then redraws a different face.\n- **blend:** 1. Want a lighter touch? Lower the denoise, not the blend.\n- **cfg:** 1. **tone_match:** on.\n- **inpaint_positive:** leave it empty, the main prompt is used.\n- ⚠️ Do not use \"detailed realistic skin\". In Krea 2 and Z-Image that means \"Hey! Make giant pores and blotches!!\" Untested on MOSS, but why risk it.\n"
12688 },
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12690 "text": "**LC Smart Detailer 🩹**\n- 用 SAM 3 找到脸,以完整细节重绘,再融合回去。\n- 在放大**之前**运行,针对小图,这样快,而且能看到整张脸。\n- **prompt:** \"Face\"。加 **:1**(`Face:1`)则只处理最大的脸。\n- **threshold:** 0.5。调低会找到更多(也包括更多错误目标)。\n- **grow:** 4 - 8。**feather:** 8 - 12。\n- **padding:** 64 - 128。越大 = 模型能看到脸周围更多的场景。\n- **inpaint_resolution:** 1024。\n- **denoise:** 0.3 - 0.35。再高就会开始出现斑块和雀斑,然后重画出另一张脸。\n- **blend:** 1。想要更轻的效果?调低 denoise,别调 blend。\n- **cfg:** 1。**tone_match:** 开。\n- **inpaint_positive:** 留空,会使用主提示词。\n- ⚠️ 不要用 \"detailed realistic skin\"。在 Krea 2 和 Z-Image 里,这等于喊\"嘿!给我来巨大的毛孔和斑块!!\"MOSS 上没测过,但何必冒险。\n",
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12695 "text": "**LC Smart Detailer 🩹**\n- SAM 3 で顔を見つけ、フルディテールで描き直し、元の画像に馴染ませます。\n- アップスケールの**前**、小さい画像の段階で実行します。速く、顔全体が見えます。\n- **prompt:** \"Face\"。一番大きい顔だけにするには **:1** を付けます(`Face:1`)。\n- **threshold:** 0.5。下げるとより多く検出します(間違いも増えます)。\n- **grow:** 4 - 8。**feather:** 8 - 12。\n- **padding:** 64 - 128。大きいほど、モデルが顔の周りの情景をより多く見ます。\n- **inpaint_resolution:** 1024。\n- **denoise:** 0.3 - 0.35。これより上げると、まだらやそばかすが出始め、そのうち別の顔に描き直されます。\n- **blend:** 1。もっと控えめにしたい? blend ではなく denoise を下げてください。\n- **cfg:** 1。**tone_match:** オン。\n- **inpaint_positive:** 空のままにします。メインのプロンプトが使われます。\n- ⚠️ \"detailed realistic skin\" は使わないでください。Krea 2 と Z-Image では「巨大な毛穴とまだらを作れ!!」という意味になります。MOSS では未検証ですが、わざわざ危険を冒すこともありません。\n",
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12698 },
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12700 "text": "**LC Smart Detailer 🩹**\n- SAM 3로 얼굴을 찾아 최대 디테일로 다시 그린 다음 자연스럽게 합성해요.\n- 업스케일 **전에**, 얼굴 전체가 보이고 빠른 작은 이미지에서 실행해요.\n- **prompt:** \"Face\". 가장 큰 얼굴만 찾으려면 **:1**을 붙이세요 (`Face:1`).\n- **threshold:** 0.5. 낮추면 더 많이 찾아요 (엉뚱한 것도 더 많이).\n- **grow:** 4 - 8. **feather:** 8 - 12.\n- **padding:** 64 - 128. 클수록 모델이 얼굴 주변 장면을 더 많이 봐요.\n- **inpaint_resolution:** 1024.\n- **denoise:** 0.3 - 0.35. 더 높이면 얼룩과 주근깨가 생기기 시작하다가 다른 얼굴로 다시 그려요.\n- **blend:** 1. 더 약하게 하고 싶다면 blend가 아니라 denoise를 낮추세요.\n- **cfg:** 1. **tone_match:** 켜기.\n- **inpaint_positive:** 비워 두세요. 메인 프롬프트를 써요.\n- ⚠️ \"detailed realistic skin\"은 쓰지 마세요. Krea 2와 Z-Image에서는 \"이봐! 거대한 모공이랑 얼룩을 만들어!!\"라는 뜻이 돼요. MOSS는 테스트 안 했지만, 굳이 위험을 감수할 필요 없죠.\n",
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12720 "**LC Smart Detailer 🩹**\n- Finds the face with SAM 3, redraws it at full detail, and blends it back in.\n- Runs **before** the upscale, on the small picture, where it is fast and sees the whole face.\n- **prompt:** \"Face\". Add **:1** (`Face:1`) for only the biggest face.\n- **threshold:** 0.5. Lower finds more (and more wrong things).\n- **grow:** 4 - 8. **feather:** 8 - 12.\n- **padding:** 64 - 128. More = the model sees more of the scene around the face.\n- **inpaint_resolution:** 1024.\n- **denoise:** 0.3 - 0.35. Higher starts adding blotches and freckles, then redraws a different face.\n- **blend:** 1. Want a lighter touch? Lower the denoise, not the blend.\n- **cfg:** 1. **tone_match:** on.\n- **inpaint_positive:** leave it empty, the main prompt is used.\n- ⚠️ Do not use \"detailed realistic skin\". In Krea 2 and Z-Image that means \"Hey! Make giant pores and blotches!!\" Untested on MOSS, but why risk it.\n"
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13091 "en": {
13092 "text": "**LC Natural Look 🍃**\n- Takes the AI look out without making the picture dull.\n- Pulls back only the loudest colours, calms orange and plastic skin, rolls the highlights off instead of clipping them, and cuts the glossy glow while lifting fine texture.\n- Your black point, contrast and brightness stay where they were, with a whisper of grain on top.\n- Goes **last** in post, after the LUT, so the grain sits on top of everything.\n- **strength:** 0.3 - 0.6 for most renders.\n- **skin:** how much orange / plastic skin is calmed, on top of strength. 0 = skin untouched."
13093 },
13094 "zh": {
13095 "text": "**LC Natural Look 🍃**\n- 去掉 AI 味,又不会让画面变灰变闷。\n- 只收敛最刺眼的颜色,压住偏橙和塑料感的皮肤,高光柔和滚降而不是直接裁切,去掉油亮的光晕同时提升细微纹理。\n- 你的黑点、对比度和亮度保持原样,顶上再加一点点颗粒。\n- 在后期里放**最后**,放在 LUT 之后,这样颗粒会盖在所有东西之上。\n- **strength:** 大多数渲染用 0.3 - 0.6。\n- **skin:** 在 strength 之外,额外压制多少偏橙 / 塑料感的皮肤。0 = 皮肤不动。\n",
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13098 },
13099 "ja": {
13100 "text": "**LC Natural Look 🍃**\n- 絵を味気なくせずに、AI っぽさだけを取り除きます。\n- 一番主張の強い色だけを引き戻し、オレンジ色やプラスチックっぽい肌を落ち着かせ、ハイライトはクリップせずなだらかに落とし、テカテカした輝きを抑えつつ細かいテクスチャを持ち上げます。\n- 黒レベル、コントラスト、明るさはそのままで、上にほんのりグレインを乗せます。\n- ポストの**最後**、LUT の後に置きます。グレインが全体の上に乗ります。\n- **strength:** たいていの出力では 0.3 - 0.6 です。\n- **skin:** strength に加えて、オレンジ/プラスチックっぽい肌をどれだけ落ち着かせるかを決めます。0 = 肌はそのままです。",
13101 "src": "f7402ad0",
13102 "srcTitle": "LC Natural Look 🍃"
13103 },
13104 "ko": {
13105 "text": "**LC Natural Look 🍃**\n- 이미지를 밋밋하게 만들지 않으면서 AI 티를 빼줘요.\n- 가장 튀는 색만 덜어내고, 주황빛과 플라스틱 같은 피부를 가라앉히고, 하이라이트는 잘라내지 않고 부드럽게 굴려 주며, 번들거리는 광택은 줄이고 잔 텍스처는 살려요.\n- 블랙 포인트, 대비, 밝기는 그대로 유지하고, 위에 살짝 그레인을 얹어요.\n- 후처리에서 LUT 다음, **맨 마지막**에 넣어서 그레인이 모든 것 위에 얹히게 하세요.\n- **strength:** 대부분 0.3 - 0.6.\n- **skin:** strength에 더해, 주황빛/플라스틱 피부를 얼마나 가라앉힐지. 0 = 피부는 건드리지 않아요.\n",
13106 "src": "f7402ad0",
13107 "srcTitle": "LC Natural Look 🍃"
13108 }
13109 },
13110 "titles": {
13111 "en": "LC Natural Look 🍃",
13112 "zh": "LC Natural Look 🍃",
13113 "ja": "LC Natural Look 🍃",
13114 "ko": "LC Natural Look 🍃"
13115 }
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13124 "English ✏️",
13125 "**LC Natural Look 🍃**\n- Takes the AI look out without making the picture dull.\n- Pulls back only the loudest colours, calms orange and plastic skin, rolls the highlights off instead of clipping them, and cuts the glossy glow while lifting fine texture.\n- Your black point, contrast and brightness stay where they were, with a whisper of grain on top.\n- Goes **last** in post, after the LUT, so the grain sits on top of everything.\n- **strength:** 0.3 - 0.6 for most renders.\n- **skin:** how much orange / plastic skin is calmed, on top of strength. 0 = skin untouched."
13126 ],
13127 "widgets_values_named": {
13128 "language": "English ✏️",
13129 "text": "**LC Natural Look 🍃**\n- Takes the AI look out without making the picture dull.\n- Pulls back only the loudest colours, calms orange and plastic skin, rolls the highlights off instead of clipping them, and cuts the glossy glow while lifting fine texture.\n- Your black point, contrast and brightness stay where they were, with a whisper of grain on top.\n- Goes **last** in post, after the LUT, so the grain sits on top of everything.\n- **strength:** 0.3 - 0.6 for most renders.\n- **skin:** how much orange / plastic skin is calmed, on top of strength. 0 = skin untouched."
13130 },
13131 "color": "#2E3A46",
13132 "bgcolor": "#2E3A46"
13133 },
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13147 },
13148 "order": 71,
13149 "mode": 4,
13150 "inputs": [],
13151 "outputs": [],
13152 "title": "Hands 🤲🏼",
13153 "properties": {
13154 "lc_note": {
13155 "source": "en",
13156 "texts": {
13157 "en": {
13158 "text": "**Hands 🤲🏼**\n- MOSS draws hands well on its own. Use this for jewelry, nail polish, or a hand that came out wrong.\n- **Prompt for them:** \"Detailed hands and fingernails\", \"red nail polish\"."
13159 },
13160 "zh": {
13161 "text": "**手部 🤲🏼**\n- MOSS 自己就能把手画好。用它来处理首饰、美甲,或者画坏了的手。\n- **提示词:** \"Detailed hands and fingernails\"、\"red nail polish\"。\n",
13162 "src": "a9fcc2b3",
13163 "srcTitle": "Hands 🤲🏼"
13164 },
13165 "ja": {
13166 "text": "**手 🤲🏼**\n- MOSS は手をそのままでもきれいに描きます。ジュエリー、ネイル、失敗した手に使ってください。\n- **プロンプト例:** \"Detailed hands and fingernails\", \"red nail polish\"。",
13167 "src": "a9fcc2b3",
13168 "srcTitle": "Hands 🤲🏼"
13169 },
13170 "ko": {
13171 "text": "**손 🤲🏼**\n- MOSS는 손을 알아서 잘 그립니다. 주얼리, 네일 폴리시, 또는 잘못 나온 손에 사용하세요.\n- **프롬프트:** \"Detailed hands and fingernails\", \"red nail polish\".",
13172 "src": "a9fcc2b3",
13173 "srcTitle": "Hands 🤲🏼"
13174 }
13175 },
13176 "titles": {
13177 "en": "Hands 🤲🏼",
13178 "zh": "手部 🤲🏼",
13179 "ja": "手 🤲🏼",
13180 "ko": "손 🤲🏼"
13181 }
13182 },
13183 "ue_properties": {
13184 "widget_ue_connectable": [],
13185 "version": "7.8",
13186 "input_ue_unconnectable": []
13187 }
13188 },
13189 "widgets_values": [
13190 "English ✏️",
13191 "**Hands 🤲🏼**\n- MOSS draws hands well on its own. Use this for jewelry, nail polish, or a hand that came out wrong.\n- **Prompt for them:** \"Detailed hands and fingernails\", \"red nail polish\"."
13192 ],
13193 "widgets_values_named": {
13194 "language": "English ✏️",
13195 "text": "**Hands 🤲🏼**\n- MOSS draws hands well on its own. Use this for jewelry, nail polish, or a hand that came out wrong.\n- **Prompt for them:** \"Detailed hands and fingernails\", \"red nail polish\"."
13196 },
13197 "color": "#2E3A46",
13198 "bgcolor": "#2E3A46"
13199 },
13200 {
13201 "id": 4060,
13202 "type": "LCBypassRelay",
13203 "pos": [
13204 -2060,
13205 -1160
13206 ],
13207 "size": [
13208 240,
13209 100
13210 ],
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13216 "mode": 4,
13217 "inputs": [
13218 {
13219 "name": "any_1",
13220 "shape": 7,
13221 "type": "*",
13222 "link": 53325
13223 },
13224 {
13225 "name": "any_2",
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13227 "link": 53326
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13229 {
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13236 {
13237 "name": "OPT_CONNECTION",
13238 "type": "*",
13239 "links": [
13240 53328
13241 ]
13242 }
13243 ],
13244 "title": "LC Watermark 💧",
13245 "properties": {
13246 "cnr_id": "ComfyUI_LC123_nodes",
13247 "ver": "f3de87a62fff1c820509450e9dcba8fedffacbbc",
13248 "Node name for S&R": "LCBypassRelay",
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13252 "version": "7.8"
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13274 "inputs": [],
13275 "outputs": [],
13276 "title": "LC Model Optimizer ⚡",
13277 "properties": {
13278 "lc_note": {
13279 "source": "en",
13280 "texts": {
13281 "en": {
13282 "text": "## ⚡ LC Model Optimizer (loader + speed-ups)\n\n**Model Optimization Report**\n\n- The System & Model Optimization Report tells you what suits your machine.\n- The LC Model Optimizer sets it up for you. It replaces your model, text encoder and VAE loaders.\n\n**LC Model Optimizer ⚡**\n\n*How it works*\n\n- Pick the base model and a goal (Quality / Optimal / Fast, same as the report).\n- Every file defaults to ★ Recommended: the file the report picked for this machine. No report yet? Comfy's own default files, and a 💡⚠️ banner on the node telling you to run the report first.\n- Click a file to browse your folders, with a search box. The top of the list:\n - **★ Recommended** (and the actual file name it will use). **★⬇** means it isn't on disk yet: click it to download it.\n - **★ My releases** for that base model (e.g. ★ Krealism V3.1), in the format the report recommends for your goal.\n - **★ Author pick:** the file this workflow's author chose, when there is one.\n - **From checkpoint / None**\n - **⬇ Download:** recommended files you don't have yet. Nothing downloads unless you pick it. It downloads on the next run, then the picker switches to the real file name.\n - **On disk for this model:** your files that match the base model, grouped by model › version › format.\n - Then all your folders, so custom models work too.\n\n**Pick your own files.**\n- Finetunes work too: pick your own file and it still gets the speed-ups.\n- **Custom** (any other model): ★ Recommended, downloads, estimates and file checks show as unsupported (we have no data for it). The speed-ups still apply.\n- clip_type (Custom only): how the text encoder loads. auto works when the encoder matches one of the models above; otherwise set it (e.g. chroma for Chroma).\n- GGUF: loads through ComfyUI-GGUF. A GGUF it refuses (e.g. a krea2 tag) falls back to the calcuis gguf pack if you have it.\n\n**Speed-ups (Auto)**\n\n- Attention: Sage (or Flash) only if it passed the report's test on this machine.\n - ⚠️ Don't put --use-sage-attention in your .bat. It forces Sage on every model, and some (e.g. Krea 2 image edit) give black images with it. Leave it out and let the node turn Sage on per model. The node shows a ⚠️ when the flag is on.\n- **Spectrum** (MOSS Image and Krea 2): built in, nothing to install. It forecasts some steps instead of running them (MOSS about 1.7x, Krea 2 Turbo about 1.35x, Raw about 1.6x).\n - auto = Optimal and Fast goals. The first 20% of the steps always run (the layout forms there) and it sits out runs under 8 steps.\n - Set spectrum to off to opt out, even on Auto. When it's on, it replaces the step cache.\n- Comfy Kitchen: used on its own for int8 / fp8 / nvfp4 files. The node just tells you if it's working.\n- fp16 accumulation and Step cache (EasyCache): Fast goal only. The step cache only when it's worth it (20+ steps).\n- qwen21_cache (Qwen-Image 2.1 only): where its cache lives. auto = lossless, int8 on the Fast goal or cards under 16 GB.\n- Manual: set speed_ups to Manual and pick each one yourself, torch.compile included.\n\n**The status panel**\n\n- **Each file:** ✅ on disk · ⬇️ downloads X GB (you picked it) · ★⬇ not on disk, click it to download · 📦 from the checkpoint.\n- **Each speed-up:** will apply / applied, or ➖ and why not.\n- Estimated time per step on YOUR machine, whether it fits on the card, and Run or Open Report (shows the saved report, or runs one if there isn't one yet).\n- ⚠️ Mismatch hints: a text encoder or VAE that doesn't belong to the base model (e.g. Qwen3 8B on Krea 2) gets a warning. It is read from the file header, nothing loads. It still lets you use it: a hint, not a block.\n"
13283 },
13284 "zh": {
13285 "text": "## ⚡ LC Model Optimizer(加载器 + 加速)\n\n**Model Optimization Report**\n\n- System & Model Optimization Report 会告诉你什么适合你的机器。\n- LC Model Optimizer 会替你完成设置。它取代你的模型、text encoder 和 VAE 加载器。\n\n**LC Model Optimizer ⚡**\n\n*工作原理*\n\n- 选择基础模型和目标(Quality / Optimal / Fast,与报告里的一致)。\n- 每个文件默认是 ★ Recommended:即报告为这台机器挑选的文件。还没有报告?就用 Comfy 自己的默认文件,节点上会有一个 💡⚠️ 横幅,提示你先运行报告。\n- 点击文件即可浏览你的文件夹,带有搜索框。列表顶部依次是:\n - **★ Recommended**(以及它实际会使用的文件名)。**★⬇** 表示它还不在磁盘上:点击即可下载。\n - **★ My releases**:该基础模型的我的发布版本(例如 ★ Krealism V3.1),格式是报告为你的目标推荐的那种。\n - **★ Author pick:** 本工作流作者选择的文件(如果有的话)。\n - **From checkpoint / None**\n - **⬇ Download:** 你还没有的推荐文件。你不选就不会下载任何东西。它会在下一次运行时下载,之后选择器会切换为真实的文件名。\n - **On disk for this model:** 你已有的、与基础模型匹配的文件,按 模型 › 版本 › 格式 分组。\n - 然后是你所有的文件夹,所以自定义模型也能用。\n\n**自选文件。**\n- 微调模型也可以:选你自己的文件,照样享受加速。\n- **Custom**(其他任何模型):★ Recommended、下载、估算和文件检查都会显示为不支持(我们没有它的数据)。加速功能依然生效。\n- clip_type(仅 Custom):text encoder 的加载方式。当 encoder 与上面某个模型匹配时,auto 就能用;否则请自行设置(例如 Chroma 用 chroma)。\n- GGUF:通过 ComfyUI-GGUF 加载。如果它拒绝加载某个 GGUF(例如带 krea2 标签的),并且你装了 calcuis gguf 包,就会回退到那个包。\n\n**加速(Auto)**\n\n- Attention:只有在这台机器上通过了报告测试,才会使用 Sage(或 Flash)。\n - ⚠️ 不要把 --use-sage-attention 放进你的 .bat。它会对每个模型强制启用 Sage,而有些模型(例如 Krea 2 图像编辑)开了它会出黑图。别加这个参数,让节点按模型来打开 Sage。启用该参数时,节点会显示 ⚠️。\n- **Spectrum**(MOSS Image 和 Krea 2):内置,无需安装。它会预测一部分步骤,而不是实际运行它们(MOSS 约 1.7x,Krea 2 Turbo 约 1.35x,Raw 约 1.6x)。\n - auto = Optimal 和 Fast 目标。前 20% 的步骤总是会运行(构图在这里形成),少于 8 步的运行不会启用它。\n - 把 spectrum 设为 off 即可关闭,即使在 Auto 下也一样。开启时,它会取代 step cache。\n- Comfy Kitchen:单独用于 int8 / fp8 / nvfp4 文件。节点只会告诉你它是否在工作。\n- fp16 accumulation 和 Step cache (EasyCache):仅限 Fast 目标。Step cache 只在值得时才用(20+ steps)。\n- qwen21_cache(仅 Qwen-Image 2.1):它的缓存放在哪里。auto = lossless,在 Fast 目标或显存低于 16 GB 的显卡上用 int8。\n- Manual:把 speed_ups 设为 Manual,自己逐项选择,包括 torch.compile。\n\n**状态面板**\n\n- **每个文件:** ✅ 已在磁盘上 · ⬇️ 将下载 X GB(你选了它) · ★⬇ 不在磁盘上,点击即可下载 · 📦 来自 checkpoint。\n- **每项加速:** 将应用 / 已应用,或 ➖ 以及未应用的原因。\n- 在你的机器上每步的预估时间、显卡能否放得下,以及 Run 或 Open Report(显示已保存的报告,如果还没有就运行一次)。\n- ⚠️ 不匹配提示:不属于该基础模型的 text encoder 或 VAE(例如 Krea 2 上用 Qwen3 8B)会得到警告。这是从文件头读取的,不会加载任何东西。它仍然允许你使用:只是提示,不是阻止。\n",
13286 "src": "a03a082c",
13287 "srcTitle": "LC Model Optimizer ⚡"
13288 },
13289 "ja": {
13290 "text": "## ⚡ LC Model Optimizer (loader + speed-ups)\n\n**Model Optimization Report**\n\n- System & Model Optimization Report が、お使いのマシンに合うものを教えてくれます。\n- LC Model Optimizer がそれをセットアップします。モデル、text encoder、VAE のローダーの代わりになります。\n\n**LC Model Optimizer ⚡**\n\n*仕組み*\n\n- ベースモデルと目標(Quality / Optimal / Fast、レポートと同じ)を選びます。\n- すべてのファイルは ★ Recommended がデフォルトです: レポートがこのマシン向けに選んだファイルです。まだレポートがない場合は Comfy 標準のデフォルトファイルになり、ノードに先にレポートを実行するよう促す 💡⚠️ バナーが表示されます。\n- ファイルをクリックするとフォルダを参照でき、検索ボックスもあります。リストの上から順に:\n - **★ Recommended**(と実際に使われるファイル名)。**★⬇** はまだディスクにないという意味です: クリックするとダウンロードできます。\n - **★ My releases**: そのベースモデル向けの私のリリース(例: ★ Krealism V3.1)。形式はレポートがあなたの目標に推奨するものです。\n - **★ Author pick:** このワークフローの作者が選んだファイル(ある場合)。\n - **From checkpoint / None**\n - **⬇ Download:** まだ持っていない推奨ファイル。選ばない限り何もダウンロードされません。次の実行時にダウンロードされ、その後ピッカーが実際のファイル名に切り替わります。\n - **On disk for this model:** ベースモデルに合う、あなたのファイル。モデル › バージョン › 形式 でグループ分けされます。\n - その後にすべてのフォルダが並ぶので、カスタムモデルも使えます。\n\n**自分でファイルを選ぶ。**\n- ファインチューンも使えます: 自分のファイルを選んでも高速化はそのまま効きます。\n- **Custom**(それ以外のモデル): ★ Recommended、ダウンロード、見積もり、ファイルチェックは unsupported と表示されます(データがないため)。高速化は引き続き適用されます。\n- clip_type(Custom のみ): text encoder の読み込み方。encoder が上記のモデルのどれかに一致するなら auto で動きます。そうでなければ設定してください(例: Chroma なら chroma)。\n- GGUF: ComfyUI-GGUF 経由で読み込みます。拒否された GGUF(例: krea2 タグ)は、calcuis gguf pack があればそちらにフォールバックします。\n\n**高速化 (Auto)**\n\n- Attention: Sage(または Flash)は、レポートのテストをこのマシンで通過した場合のみ。\n - ⚠️ .bat に --use-sage-attention を入れないでください。すべてのモデルで Sage が強制され、一部(例: Krea 2 image edit)では黒い画像になります。外しておいて、ノードにモデルごとに Sage をオンにさせてください。フラグがオンのとき、ノードは ⚠️ を表示します。\n- **Spectrum**(MOSS Image と Krea 2): 内蔵なのでインストール不要。一部の step を実行せずに予測します(MOSS で約 1.7x、Krea 2 Turbo で約 1.35x、Raw で約 1.6x)。\n - auto = Optimal と Fast の目標。最初の 20% の step は必ず実行され(ここで構図が決まります)、8 step 未満の実行では使われません。\n - オフにしたいときは spectrum を off にします。Auto でも同じです。オンのときは step cache の代わりになります。\n- Comfy Kitchen: int8 / fp8 / nvfp4 ファイルでは単独で使われます。動いているかどうかはノードが教えてくれます。\n- fp16 accumulation と Step cache (EasyCache): Fast goal のみ。step cache は効果がある場合(20+ steps)だけ。\n- qwen21_cache(Qwen-Image 2.1 のみ): キャッシュの置き場所。auto = lossless、Fast goal または 16 GB 未満のカードでは int8。\n- Manual: speed_ups を Manual にして、torch.compile を含め、1 つずつ自分で選びます。\n\n**ステータスパネル**\n\n- **各ファイル:** ✅ ディスクにあり · ⬇️ X GB ダウンロード(あなたが選択) · ★⬇ ディスクにない、クリックでダウンロード · 📦 checkpoint から。\n- **各高速化:** 適用される / 適用済み、または ➖ と理由。\n- お使いのマシンでの 1 step あたりの推定時間、カードに収まるかどうか、そして Run または Open Report(保存済みのレポートを表示し、なければ実行します)。\n- ⚠️ ミスマッチのヒント: ベースモデルに合わない text encoder や VAE(例: Krea 2 に Qwen3 8B)には警告が出ます。ファイルヘッダーから読み取っており、何も読み込まれません。それでも使えます: ヒントであって、ブロックではありません。\n",
13291 "src": "a03a082c",
13292 "srcTitle": "LC Model Optimizer ⚡"
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13295 "text": "## ⚡ LC Model Optimizer (로더 + 속도 향상)\n\n**Model Optimization Report**\n\n- System & Model Optimization Report는 내 컴퓨터에 뭐가 맞는지 알려줍니다.\n- LC Model Optimizer는 그것을 설정해 줍니다. 모델, 텍스트 인코더, VAE 로더를 대체합니다.\n\n**LC Model Optimizer ⚡**\n\n*작동 방식*\n\n- 기본 모델과 목표(Quality / Optimal / Fast, 리포트와 동일)를 고르세요.\n- 모든 파일은 기본적으로 ★ Recommended입니다: 리포트가 이 컴퓨터에 맞춰 고른 파일입니다. 리포트가 아직 없다면 Comfy의 기본 파일을 쓰고, 노드에 먼저 리포트를 돌리라는 💡⚠️ 배너가 뜹니다.\n- 파일을 클릭하면 검색창과 함께 폴더를 탐색할 수 있습니다. 목록 맨 위에는:\n - **★ Recommended** (그리고 실제로 쓸 파일 이름). **★⬇**는 아직 디스크에 없다는 뜻입니다: 클릭하면 다운로드됩니다.\n - **★ My releases**: 해당 기본 모델용 제 릴리스(예: ★ Krealism V3.1)로, 리포트가 내 목표에 추천하는 형식입니다.\n - **★ Author pick:** 이 워크플로 작성자가 고른 파일(있을 경우).\n - **From checkpoint / None**\n - **⬇ Download:** 아직 없는 추천 파일입니다. 직접 고르지 않으면 아무것도 다운로드되지 않습니다. 다음 실행 때 다운로드되고, 이후 선택기가 실제 파일 이름으로 바뀝니다.\n - **On disk for this model:** 기본 모델과 맞는 내 파일들로, 모델 › 버전 › 형식별로 묶여 있습니다.\n - 그다음 내 모든 폴더가 나오므로 커스텀 모델도 됩니다.\n\n**직접 파일 고르기.**\n- 파인튜닝 모델도 됩니다: 내 파일을 골라도 속도 향상은 그대로 적용됩니다.\n- **Custom** (그 밖의 모든 모델): ★ Recommended, 다운로드, 추정치, 파일 검사는 지원 안 됨으로 표시됩니다 (해당 데이터가 없습니다). 속도 향상은 그대로 적용됩니다.\n- clip_type (Custom 전용): 텍스트 인코더를 로드하는 방식. 인코더가 위 모델 중 하나와 맞으면 auto로 작동하고, 아니면 직접 설정하세요 (예: Chroma는 chroma).\n- GGUF: ComfyUI-GGUF로 로드합니다. 거부된 GGUF(예: krea2 태그)는 calcuis gguf 팩이 있으면 그쪽으로 폴백합니다.\n\n**속도 향상 (Auto)**\n\n- Attention: 이 컴퓨터에서 리포트 테스트를 통과한 경우에만 Sage (또는 Flash).\n - ⚠️ .bat에 --use-sage-attention을 넣지 마세요. 모든 모델에 Sage를 강제하는데, 일부(예: Krea 2 image edit)는 이걸 켜면 검은 이미지가 나옵니다. 빼 두고 노드가 모델별로 Sage를 켜게 두세요. 플래그가 켜져 있으면 노드에 ⚠️가 표시됩니다.\n- **Spectrum** (MOSS Image와 Krea 2): 내장되어 있어 설치할 것이 없습니다. 일부 스텝을 실행하는 대신 예측합니다 (MOSS 약 1.7x, Krea 2 Turbo 약 1.35x, Raw 약 1.6x).\n - auto = Optimal과 Fast 목표. 처음 20%의 스텝은 항상 실행되고 (여기서 구도가 잡힙니다), 8스텝 미만 실행에서는 쓰이지 않습니다.\n - 끄려면 spectrum을 off로 설정하세요. Auto에서도 마찬가지입니다. 켜져 있으면 step cache를 대신합니다.\n- Comfy Kitchen: int8 / fp8 / nvfp4 파일에 단독으로 쓰입니다. 노드가 제대로 작동하는지 알려줍니다.\n- fp16 accumulation과 Step cache (EasyCache): Fast 목표에서만. step cache는 가치가 있을 때만 (20+ steps).\n- qwen21_cache (Qwen-Image 2.1 전용): 캐시를 둘 위치. auto = lossless, Fast 목표나 16 GB 미만 GPU에서는 int8.\n- Manual: speed_ups를 Manual로 설정하고 torch.compile을 포함해 각각 직접 고르세요.\n\n**상태 패널**\n\n- **각 파일:** ✅ 디스크에 있음 · ⬇️ X GB 다운로드 (직접 고름) · ★⬇ 디스크에 없음, 클릭하면 다운로드 · 📦 체크포인트에서.\n- **각 속도 향상:** 적용될 예정 / 적용됨, 또는 ➖와 적용되지 않는 이유.\n- 내 컴퓨터에서의 스텝당 예상 시간, GPU에 들어가는지 여부, 그리고 Run 또는 Open Report (저장된 리포트를 보여 주거나, 없으면 새로 돌립니다).\n- ⚠️ 불일치 힌트: 기본 모델에 속하지 않는 텍스트 인코더나 VAE(예: Krea 2에 Qwen3 8B)에는 경고가 뜹니다. 파일 헤더를 읽어서 판단하며 아무것도 로드하지 않습니다. 그래도 사용은 할 수 있습니다: 힌트일 뿐 차단은 아닙니다.\n",
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13301 "en": "LC Model Optimizer ⚡",
13302 "zh": "LC Model Optimizer ⚡",
13303 "ja": "LC Model Optimizer ⚡",
13304 "ko": "LC Model Optimizer ⚡"
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13315 "## ⚡ LC Model Optimizer (loader + speed-ups)\n\n**Model Optimization Report**\n\n- The System & Model Optimization Report tells you what suits your machine.\n- The LC Model Optimizer sets it up for you. It replaces your model, text encoder and VAE loaders.\n\n**LC Model Optimizer ⚡**\n\n*How it works*\n\n- Pick the base model and a goal (Quality / Optimal / Fast, same as the report).\n- Every file defaults to ★ Recommended: the file the report picked for this machine. No report yet? Comfy's own default files, and a 💡⚠️ banner on the node telling you to run the report first.\n- Click a file to browse your folders, with a search box. The top of the list:\n - **★ Recommended** (and the actual file name it will use). **★⬇** means it isn't on disk yet: click it to download it.\n - **★ My releases** for that base model (e.g. ★ Krealism V3.1), in the format the report recommends for your goal.\n - **★ Author pick:** the file this workflow's author chose, when there is one.\n - **From checkpoint / None**\n - **⬇ Download:** recommended files you don't have yet. Nothing downloads unless you pick it. It downloads on the next run, then the picker switches to the real file name.\n - **On disk for this model:** your files that match the base model, grouped by model › version › format.\n - Then all your folders, so custom models work too.\n\n**Pick your own files.**\n- Finetunes work too: pick your own file and it still gets the speed-ups.\n- **Custom** (any other model): ★ Recommended, downloads, estimates and file checks show as unsupported (we have no data for it). The speed-ups still apply.\n- clip_type (Custom only): how the text encoder loads. auto works when the encoder matches one of the models above; otherwise set it (e.g. chroma for Chroma).\n- GGUF: loads through ComfyUI-GGUF. A GGUF it refuses (e.g. a krea2 tag) falls back to the calcuis gguf pack if you have it.\n\n**Speed-ups (Auto)**\n\n- Attention: Sage (or Flash) only if it passed the report's test on this machine.\n - ⚠️ Don't put --use-sage-attention in your .bat. It forces Sage on every model, and some (e.g. Krea 2 image edit) give black images with it. Leave it out and let the node turn Sage on per model. The node shows a ⚠️ when the flag is on.\n- **Spectrum** (MOSS Image and Krea 2): built in, nothing to install. It forecasts some steps instead of running them (MOSS about 1.7x, Krea 2 Turbo about 1.35x, Raw about 1.6x).\n - auto = Optimal and Fast goals. The first 20% of the steps always run (the layout forms there) and it sits out runs under 8 steps.\n - Set spectrum to off to opt out, even on Auto. When it's on, it replaces the step cache.\n- Comfy Kitchen: used on its own for int8 / fp8 / nvfp4 files. The node just tells you if it's working.\n- fp16 accumulation and Step cache (EasyCache): Fast goal only. The step cache only when it's worth it (20+ steps).\n- qwen21_cache (Qwen-Image 2.1 only): where its cache lives. auto = lossless, int8 on the Fast goal or cards under 16 GB.\n- Manual: set speed_ups to Manual and pick each one yourself, torch.compile included.\n\n**The status panel**\n\n- **Each file:** ✅ on disk · ⬇️ downloads X GB (you picked it) · ★⬇ not on disk, click it to download · 📦 from the checkpoint.\n- **Each speed-up:** will apply / applied, or ➖ and why not.\n- Estimated time per step on YOUR machine, whether it fits on the card, and Run or Open Report (shows the saved report, or runs one if there isn't one yet).\n- ⚠️ Mismatch hints: a text encoder or VAE that doesn't belong to the base model (e.g. Qwen3 8B on Krea 2) gets a warning. It is read from the file header, nothing loads. It still lets you use it: a hint, not a block.\n"
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13319 "text": "## ⚡ LC Model Optimizer (loader + speed-ups)\n\n**Model Optimization Report**\n\n- The System & Model Optimization Report tells you what suits your machine.\n- The LC Model Optimizer sets it up for you. It replaces your model, text encoder and VAE loaders.\n\n**LC Model Optimizer ⚡**\n\n*How it works*\n\n- Pick the base model and a goal (Quality / Optimal / Fast, same as the report).\n- Every file defaults to ★ Recommended: the file the report picked for this machine. No report yet? Comfy's own default files, and a 💡⚠️ banner on the node telling you to run the report first.\n- Click a file to browse your folders, with a search box. The top of the list:\n - **★ Recommended** (and the actual file name it will use). **★⬇** means it isn't on disk yet: click it to download it.\n - **★ My releases** for that base model (e.g. ★ Krealism V3.1), in the format the report recommends for your goal.\n - **★ Author pick:** the file this workflow's author chose, when there is one.\n - **From checkpoint / None**\n - **⬇ Download:** recommended files you don't have yet. Nothing downloads unless you pick it. It downloads on the next run, then the picker switches to the real file name.\n - **On disk for this model:** your files that match the base model, grouped by model › version › format.\n - Then all your folders, so custom models work too.\n\n**Pick your own files.**\n- Finetunes work too: pick your own file and it still gets the speed-ups.\n- **Custom** (any other model): ★ Recommended, downloads, estimates and file checks show as unsupported (we have no data for it). The speed-ups still apply.\n- clip_type (Custom only): how the text encoder loads. auto works when the encoder matches one of the models above; otherwise set it (e.g. chroma for Chroma).\n- GGUF: loads through ComfyUI-GGUF. A GGUF it refuses (e.g. a krea2 tag) falls back to the calcuis gguf pack if you have it.\n\n**Speed-ups (Auto)**\n\n- Attention: Sage (or Flash) only if it passed the report's test on this machine.\n - ⚠️ Don't put --use-sage-attention in your .bat. It forces Sage on every model, and some (e.g. Krea 2 image edit) give black images with it. Leave it out and let the node turn Sage on per model. The node shows a ⚠️ when the flag is on.\n- **Spectrum** (MOSS Image and Krea 2): built in, nothing to install. It forecasts some steps instead of running them (MOSS about 1.7x, Krea 2 Turbo about 1.35x, Raw about 1.6x).\n - auto = Optimal and Fast goals. The first 20% of the steps always run (the layout forms there) and it sits out runs under 8 steps.\n - Set spectrum to off to opt out, even on Auto. When it's on, it replaces the step cache.\n- Comfy Kitchen: used on its own for int8 / fp8 / nvfp4 files. The node just tells you if it's working.\n- fp16 accumulation and Step cache (EasyCache): Fast goal only. The step cache only when it's worth it (20+ steps).\n- qwen21_cache (Qwen-Image 2.1 only): where its cache lives. auto = lossless, int8 on the Fast goal or cards under 16 GB.\n- Manual: set speed_ups to Manual and pick each one yourself, torch.compile included.\n\n**The status panel**\n\n- **Each file:** ✅ on disk · ⬇️ downloads X GB (you picked it) · ★⬇ not on disk, click it to download · 📦 from the checkpoint.\n- **Each speed-up:** will apply / applied, or ➖ and why not.\n- Estimated time per step on YOUR machine, whether it fits on the card, and Run or Open Report (shows the saved report, or runs one if there isn't one yet).\n- ⚠️ Mismatch hints: a text encoder or VAE that doesn't belong to the base model (e.g. Qwen3 8B on Krea 2) gets a warning. It is read from the file header, nothing loads. It still lets you use it: a hint, not a block.\n"
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13685 "Node name for S&R": "SaveImage",
13686 "ue_properties": {
13687 "widget_ue_connectable": [],
13688 "input_ue_unconnectable": [],
13689 "version": "7.5.1"
13690 },
13691 "enableTabs": false,
13692 "tabWidth": 65,
13693 "tabXOffset": 10,
13694 "hasSecondTab": false,
13695 "secondTabText": "Send Back",
13696 "secondTabOffset": 80,
13697 "secondTabWidth": 65
13698 },
13699 "widgets_values": [
13700 "ComfyUI"
13701 ],
13702 "widgets_values_named": {
13703 "filename_prefix": "ComfyUI"
13704 },
13705 "color": "#233",
13706 "bgcolor": "#355",
13707 "shape": 2
13708 },
13709 {
13710 "id": 4071,
13711 "type": "LCSaveImage",
13712 "pos": [
13713 -5760,
13714 -860
13715 ],
13716 "size": [
13717 280,
13718 250
13719 ],
13720 "flags": {
13721 "collapsed": true,
13722 "pinned": true
13723 },
13724 "order": 158,
13725 "mode": 0,
13726 "inputs": [
13727 {
13728 "name": "images",
13729 "type": "IMAGE",
13730 "link": 54470
13731 },
13732 {
13733 "name": "metadata",
13734 "shape": 7,
13735 "type": "LC_SAVE_META",
13736 "link": 54471
13737 },
13738 {
13739 "name": "filename",
13740 "type": "STRING",
13741 "widget": {
13742 "name": "filename"
13743 },
13744 "link": 54472
13745 },
13746 {
13747 "name": "path",
13748 "type": "STRING",
13749 "widget": {
13750 "name": "path"
13751 },
13752 "link": 54473
13753 }
13754 ],
13755 "outputs": [
13756 {
13757 "name": "images",
13758 "type": "IMAGE",
13759 "links": []
13760 },
13761 {
13762 "name": "saved_as",
13763 "type": "STRING",
13764 "links": []
13765 }
13766 ],
13767 "properties": {
13768 "cnr_id": "ComfyUI_LC123_nodes",
13769 "ver": "3d7e0de54080f5d9bdd720e0e1b854e33c4f0673",
13770 "Node name for S&R": "LCSaveImage",
13771 "ue_properties": {
13772 "widget_ue_connectable": [],
13773 "input_ue_unconnectable": [],
13774 "version": "7.8"
13775 }
13776 },
13777 "widgets_values": [
13778 "LC123",
13779 "",
13780 "png",
13781 95,
13782 true,
13783 true,
13784 true,
13785 ""
13786 ],
13787 "widgets_values_named": {
13788 "filename": "LC123",
13789 "path": "",
13790 "format": "png",
13791 "quality": 95,
13792 "embed_workflow": true,
13793 "embed_civitai": true,
13794 "hash_resources": true,
13795 "filename_prefix": ""
13796 },
13797 "color": "#28281E",
13798 "bgcolor": "#28281E"
13799 },
13800 {
13801 "id": 4072,
13802 "type": "LCNote",
13803 "pos": [
13804 -5770,
13805 -810
13806 ],
13807 "size": [
13808 310,
13809 120
13810 ],
13811 "flags": {
13812 "pinned": true
13813 },
13814 "order": 77,
13815 "mode": 0,
13816 "inputs": [],
13817 "outputs": [],
13818 "title": "💾 Save & 📂 Folder Notes:",
13819 "properties": {
13820 "lc_note": {
13821 "source": "en",
13822 "texts": {
13823 "en": {
13824 "text": "*I just put this here because I hate empty space 🤔*\n\n-💡**Timestamp** is useful if you like to track by date, but it sucks when you want to track by workflow. \n- prefix in path just adds your name to the subfolder, so you wind up with \n\n**Folder Locations**\n\n\n```\n📂 ComfyUI/\n├── 📂 output/\n│ ├── 📂 Drafts/\n│ │ ├── MOSS Pro_00001_.png\n│ │ ├── MOSS Pro_00002_.png\n│ │ └── ...\n│ ├── 📂 Metadata/\n│ │ └── 📂 MOSS Pro_2026-10-10/\n│ │ ├── MOSS Pro_2026-10-10_00001.png\n│ │ ├── MOSS Pro_2026-10-10_00002.png\n│ │ └── ..."
13825 },
13826 "zh": {
13827 "text": "*我把这个放在这里,只是因为我讨厌空白 🤔*\n\n-💡**Timestamp** 适合按日期整理,但想按工作流整理的话就很糟糕。\n- 路径里的 prefix 只是把你的名字加到子文件夹名上,所以最终会变成\n\n**文件夹位置**\n\n\n```\n📂 ComfyUI/\n├── 📂 output/\n│ ├── 📂 Drafts/\n│ │ ├── MOSS Pro_00001_.png\n│ │ ├── MOSS Pro_00002_.png\n│ │ └── ...\n│ ├── 📂 Metadata/\n│ │ └── 📂 MOSS Pro_2026-10-10/\n│ │ ├── MOSS Pro_2026-10-10_00001.png\n│ │ ├── MOSS Pro_2026-10-10_00002.png\n│ │ └── ...",
13828 "src": "affe472d",
13829 "srcTitle": "💾 Save & 📂 Folder Notes:"
13830 },
13831 "ja": {
13832 "text": "*空きスペースが嫌いなので、ここに置いただけです 🤔*\n\n-💡**Timestamp** は日付で管理したいときに便利ですが、ワークフロー単位で管理したいときには使いにくいです。 \n- パスの prefix はサブフォルダにあなたの名前を付けるだけなので、こうなります \n\n**フォルダの場所**\n\n\n```\n📂 ComfyUI/\n├── 📂 output/\n│ ├── 📂 Drafts/\n│ │ ├── MOSS Pro_00001_.png\n│ │ ├── MOSS Pro_00002_.png\n│ │ └── ...\n│ ├── 📂 Metadata/\n│ │ └── 📂 MOSS Pro_2026-10-10/\n│ │ ├── MOSS Pro_2026-10-10_00001.png\n│ │ ├── MOSS Pro_2026-10-10_00002.png\n│ │ └── ...\n",
13833 "src": "affe472d",
13834 "srcTitle": "💾 Save & 📂 Folder Notes:"
13835 },
13836 "ko": {
13837 "text": "*빈 공간이 싫어서 그냥 여기에 넣어 봤습니다 🤔*\n\n-💡**Timestamp**는 날짜별로 추적하고 싶을 때 유용하지만, 워크플로우별로 추적하고 싶을 때는 별로입니다. \n- prefix in path는 하위 폴더에 이름을 붙여 줍니다. 그래서 이렇게 됩니다\n\n**폴더 위치**\n\n\n```\n📂 ComfyUI/\n├── 📂 output/\n│ ├── 📂 Drafts/\n│ │ ├── MOSS Pro_00001_.png\n│ │ ├── MOSS Pro_00002_.png\n│ │ └── ...\n│ ├── 📂 Metadata/\n│ │ └── 📂 MOSS Pro_2026-10-10/\n│ │ ├── MOSS Pro_2026-10-10_00001.png\n│ │ ├── MOSS Pro_2026-10-10_00002.png\n│ │ └── ...",
13838 "src": "affe472d",
13839 "srcTitle": "💾 Save & 📂 Folder Notes:"
13840 }
13841 },
13842 "titles": {
13843 "en": "💾 Save & 📂 Folder Notes:",
13844 "zh": "💾 保存与 📂 文件夹说明:",
13845 "ja": "💾 Save & 📂 Folder Notes:",
13846 "ko": "💾 Save & 📂 Folder 노트:"
13847 }
13848 },
13849 "ue_properties": {
13850 "widget_ue_connectable": [],
13851 "version": "7.8",
13852 "input_ue_unconnectable": []
13853 }
13854 },
13855 "widgets_values": [
13856 "English ✏️",
13857 "*I just put this here because I hate empty space 🤔*\n\n-💡**Timestamp** is useful if you like to track by date, but it sucks when you want to track by workflow. \n- prefix in path just adds your name to the subfolder, so you wind up with \n\n**Folder Locations**\n\n\n```\n📂 ComfyUI/\n├── 📂 output/\n│ ├── 📂 Drafts/\n│ │ ├── MOSS Pro_00001_.png\n│ │ ├── MOSS Pro_00002_.png\n│ │ └── ...\n│ ├── 📂 Metadata/\n│ │ └── 📂 MOSS Pro_2026-10-10/\n│ │ ├── MOSS Pro_2026-10-10_00001.png\n│ │ ├── MOSS Pro_2026-10-10_00002.png\n│ │ └── ..."
13858 ],
13859 "widgets_values_named": {
13860 "language": "English ✏️",
13861 "text": "*I just put this here because I hate empty space 🤔*\n\n-💡**Timestamp** is useful if you like to track by date, but it sucks when you want to track by workflow. \n- prefix in path just adds your name to the subfolder, so you wind up with \n\n**Folder Locations**\n\n\n```\n📂 ComfyUI/\n├── 📂 output/\n│ ├── 📂 Drafts/\n│ │ ├── MOSS Pro_00001_.png\n│ │ ├── MOSS Pro_00002_.png\n│ │ └── ...\n│ ├── 📂 Metadata/\n│ │ └── 📂 MOSS Pro_2026-10-10/\n│ │ ├── MOSS Pro_2026-10-10_00001.png\n│ │ ├── MOSS Pro_2026-10-10_00002.png\n│ │ └── ..."
13862 },
13863 "color": "#2E3A46",
13864 "bgcolor": "#2E3A46"
13865 },
13866 {
13867 "id": 4073,
13868 "type": "Fast Groups Bypasser (rgthree)",
13869 "pos": [
13870 -6090,
13871 -780
13872 ],
13873 "size": [
13874 310,
13875 90
13876 ],
13877 "flags": {
13878 "pinned": true
13879 },
13880 "order": 78,
13881 "mode": 0,
13882 "inputs": [],
13883 "outputs": [
13884 {
13885 "label": "🤫",
13886 "name": "OPT_CONNECTION",
13887 "type": "*",
13888 "links": []
13889 }
13890 ],
13891 "title": "Save selcetor",
13892 "properties": {
13893 "matchColors": "",
13894 "matchTitle": "#Save",
13895 "showNav": false,
13896 "showAllGraphs": true,
13897 "sort": "position",
13898 "customSortAlphabet": "",
13899 "toggleRestriction": "default",
13900 "ue_properties": {
13901 "widget_ue_connectable": [],
13902 "input_ue_unconnectable": [],
13903 "version": "7.8"
13904 }
13905 },
13906 "color": "#c3782d",
13907 "bgcolor": "#af6419"
13908 },
13909 {
13910 "id": 4076,
13911 "type": "LCNote",
13912 "pos": [
13913 -5780,
13914 -2000
13915 ],
13916 "size": [
13917 320,
13918 150
13919 ],
13920 "flags": {
13921 "pinned": true
13922 },
13923 "order": 79,
13924 "mode": 0,
13925 "inputs": [],
13926 "outputs": [],
13927 "title": "Last Image holder",
13928 "properties": {
13929 "lc_note": {
13930 "source": "en",
13931 "texts": {
13932 "en": {
13933 "text": "### This node is designed for comparison of images across workflows and seeds.\n- This image transfers across Comfy, so if you have several workflows open, you can view it on both. \n\n**Two Options**\n- Hold last Image (will refresh after every generation)\n- hold until cleared.\n- can be plugged into an image compare node\n"
13934 },
13935 "zh": {
13936 "text": "### 这个节点用来跨工作流、跨种子对比图片。\n- 这张图片可以在 Comfy 内跨工作流传递,所以如果你开着好几个工作流,两边都能看到它。\n\n**两种模式**\n- 保留上一张图片(每次生成后刷新)\n- 一直保留,直到手动清除。\n- 可以接到图片对比节点上\n",
13937 "src": "60baff4d",
13938 "srcTitle": "Last Image holder"
13939 },
13940 "ja": {
13941 "text": "### このノードは、ワークフローやシードをまたいで画像を比較するためのものです。\n- この画像は Comfy 全体で共有されるので、複数のワークフローを開いていれば、どちらでも見られます。 \n\n**2つのオプション**\n- 最後の画像を保持(生成のたびに更新されます)\n- クリアするまで保持\n- 画像比較ノードに接続できます\n",
13942 "src": "60baff4d",
13943 "srcTitle": "Last Image holder"
13944 },
13945 "ko": {
13946 "text": "### 이 노드는 워크플로우와 seed 사이에서 이미지를 비교하려고 만들었습니다.\n- 이미지가 Comfy 전체에서 공유되므로, 워크플로우를 여러 개 열어 두면 양쪽에서 볼 수 있습니다. \n\n**두 가지 옵션**\n- 마지막 이미지 보관 (생성할 때마다 갱신됩니다)\n- 지울 때까지 보관\n- 이미지 비교 노드에 연결할 수 있습니다\n",
13947 "src": "60baff4d",
13948 "srcTitle": "Last Image holder"
13949 }
13950 },
13951 "titles": {
13952 "en": "Last Image holder",
13953 "zh": "Last Image holder",
13954 "ja": "Last Image holder",
13955 "ko": "마지막 이미지 보관"
13956 }
13957 },
13958 "ue_properties": {
13959 "widget_ue_connectable": [],
13960 "version": "7.8",
13961 "input_ue_unconnectable": []
13962 }
13963 },
13964 "widgets_values": [
13965 "English ✏️",
13966 "### This node is designed for comparison of images across workflows and seeds.\n- This image transfers across Comfy, so if you have several workflows open, you can view it on both. \n\n**Two Options**\n- Hold last Image (will refresh after every generation)\n- hold until cleared.\n- can be plugged into an image compare node\n"
13967 ],
13968 "widgets_values_named": {
13969 "language": "English ✏️",
13970 "text": "### This node is designed for comparison of images across workflows and seeds.\n- This image transfers across Comfy, so if you have several workflows open, you can view it on both. \n\n**Two Options**\n- Hold last Image (will refresh after every generation)\n- hold until cleared.\n- can be plugged into an image compare node\n"
13971 },
13972 "color": "#2E3A46",
13973 "bgcolor": "#2E3A46"
13974 },
13975 {
13976 "id": 4077,
13977 "type": "GetNode",
13978 "pos": [
13979 -6090,
13980 -2000
13981 ],
13982 "size": [
13983 210,
13984 40
13985 ],
13986 "flags": {
13987 "collapsed": true,
13988 "pinned": true
13989 },
13990 "order": 80,
13991 "mode": 0,
13992 "inputs": [],
13993 "outputs": [
13994 {
13995 "name": "IMAGE",
13996 "type": "IMAGE",
13997 "links": [
13998 55357
13999 ]
14000 }
14001 ],
14002 "title": "Get_Rough Draft",
14003 "properties": {
14004 "Node name for S&R": "GetNode",
14005 "aux_id": "kijai/ComfyUI-KJNodes",
14006 "ue_properties": {
14007 "widget_ue_connectable": [],
14008 "version": "7.8",
14009 "input_ue_unconnectable": []
14010 }
14011 },
14012 "widgets_values": [
14013 "Rough Draft"
14014 ],
14015 "widgets_values_named": {
14016 "Constant": "Rough Draft"
14017 },
14018 "color": "#2a363b",
14019 "bgcolor": "#3f5159"
14020 },
14021 {
14022 "id": 4078,
14023 "type": "GetNode",
14024 "pos": [
14025 -5940,
14026 -2000
14027 ],
14028 "size": [
14029 210,
14030 40
14031 ],
14032 "flags": {
14033 "collapsed": true,
14034 "pinned": true
14035 },
14036 "order": 81,
14037 "mode": 0,
14038 "inputs": [],
14039 "outputs": [
14040 {
14041 "name": "IMAGE",
14042 "type": "IMAGE",
14043 "links": [
14044 55358
14045 ]
14046 }
14047 ],
14048 "title": "Get_Pro Post",
14049 "properties": {
14050 "Node name for S&R": "GetNode",
14051 "aux_id": "kijai/ComfyUI-KJNodes",
14052 "ue_properties": {
14053 "widget_ue_connectable": [],
14054 "version": "7.8",
14055 "input_ue_unconnectable": []
14056 }
14057 },
14058 "widgets_values": [
14059 "Pro Post"
14060 ],
14061 "widgets_values_named": {
14062 "Constant": "Pro Post"
14063 },
14064 "color": "#2a363b",
14065 "bgcolor": "#3f5159"
14066 },
14067 {
14068 "id": 4079,
14069 "type": "GetNode",
14070 "pos": [
14071 -6090,
14072 -1960
14073 ],
14074 "size": [
14075 210,
14076 40
14077 ],
14078 "flags": {
14079 "collapsed": true,
14080 "pinned": true
14081 },
14082 "order": 82,
14083 "mode": 0,
14084 "inputs": [],
14085 "outputs": [
14086 {
14087 "name": "INT",
14088 "type": "INT",
14089 "links": [
14090 55362
14091 ]
14092 }
14093 ],
14094 "title": "Get_Seed",
14095 "properties": {
14096 "Node name for S&R": "GetNode",
14097 "aux_id": "kijai/ComfyUI-KJNodes",
14098 "ue_properties": {
14099 "widget_ue_connectable": [],
14100 "version": "7.8",
14101 "input_ue_unconnectable": []
14102 }
14103 },
14104 "widgets_values": [
14105 "Seed"
14106 ],
14107 "widgets_values_named": {
14108 "Constant": "Seed"
14109 },
14110 "color": "#1b4669",
14111 "bgcolor": "#29699c"
14112 },
14113 {
14114 "id": 4080,
14115 "type": "LCBooleanSwitch",
14116 "pos": [
14117 -6090,
14118 -1920
14119 ],
14120 "size": [
14121 300,
14122 80
14123 ],
14124 "flags": {
14125 "pinned": true
14126 },
14127 "order": 133,
14128 "mode": 0,
14129 "inputs": [
14130 {
14131 "label": "Rough Draft",
14132 "name": "on_true",
14133 "shape": 7,
14134 "type": "*",
14135 "link": 55357
14136 },
14137 {
14138 "label": "Post Processing",
14139 "name": "on_false",
14140 "shape": 7,
14141 "type": "*",
14142 "link": 55358
14143 }
14144 ],
14145 "outputs": [
14146 {
14147 "name": "*",
14148 "type": "*",
14149 "links": [
14150 55359,
14151 55361
14152 ]
14153 }
14154 ],
14155 "title": "Hold at Draft (off for Final)",
14156 "properties": {
14157 "cnr_id": "ComfyUI_LC123_nodes",
14158 "ver": "155abf95de26033d7ea2b4348523c55982806f93",
14159 "Node name for S&R": "LCBooleanSwitch",
14160 "ue_properties": {
14161 "widget_ue_connectable": [],
14162 "input_ue_unconnectable": [],
14163 "version": "7.8"
14164 },
14165 "lc_w": 300,
14166 "lc_h": 80
14167 },
14168 "widgets_values": [
14169 false
14170 ],
14171 "widgets_values_named": {
14172 "state": false
14173 },
14174 "color": "#868645",
14175 "bgcolor": "#727231"
14176 },
14177 {
14178 "id": 4081,
14179 "type": "LCBatchImageComparer",
14180 "pos": [
14181 -5780,
14182 -1810
14183 ],
14184 "size": [
14185 320,
14186 460
14187 ],
14188 "flags": {
14189 "pinned": true
14190 },
14191 "order": 181,
14192 "mode": 0,
14193 "inputs": [
14194 {
14195 "label": "New Image",
14196 "name": "image_a",
14197 "shape": 7,
14198 "type": "IMAGE",
14199 "link": 55359
14200 },
14201 {
14202 "label": "Held Image",
14203 "name": "image_b",
14204 "shape": 7,
14205 "type": "IMAGE",
14206 "link": 55360
14207 }
14208 ],
14209 "outputs": [
14210 {
14211 "name": "images",
14212 "type": "IMAGE",
14213 "links": []
14214 }
14215 ],
14216 "properties": {
14217 "cnr_id": "ComfyUI_LC123_nodes",
14218 "ver": "5832ec12d24dc0e316809e990ca4bb50852e4b72",
14219 "Node name for S&R": "LCBatchImageComparer",
14220 "comparer_mode": "Slide",
14221 "ue_properties": {
14222 "widget_ue_connectable": [],
14223 "input_ue_unconnectable": [],
14224 "version": "7.8"
14225 }
14226 },
14227 "color": "#325A5A",
14228 "bgcolor": "#325A5A"
14229 },
14230 {
14231 "id": 4082,
14232 "type": "LCLastImageHolder",
14233 "pos": [
14234 -6090,
14235 -1800
14236 ],
14237 "size": [
14238 300,
14239 450
14240 ],
14241 "flags": {
14242 "pinned": true
14243 },
14244 "order": 159,
14245 "mode": 0,
14246 "inputs": [
14247 {
14248 "name": "new_image",
14249 "shape": 7,
14250 "type": "IMAGE",
14251 "link": 55361
14252 },
14253 {
14254 "name": "seed",
14255 "shape": 7,
14256 "type": "INT",
14257 "link": 55362
14258 }
14259 ],
14260 "outputs": [
14261 {
14262 "name": "held image",
14263 "type": "IMAGE",
14264 "links": [
14265 55360
14266 ]
14267 }
14268 ],
14269 "properties": {
14270 "cnr_id": "ComfyUI_LC123_nodes",
14271 "ver": "5832ec12d24dc0e316809e990ca4bb50852e4b72",
14272 "Node name for S&R": "LCLastImageHolder",
14273 "ue_properties": {
14274 "widget_ue_connectable": [],
14275 "input_ue_unconnectable": [],
14276 "version": "7.8"
14277 }
14278 },
14279 "widgets_values": [
14280 "hold until cleared",
14281 "clear_btn"
14282 ],
14283 "widgets_values_named": {
14284 "mode": "hold until cleared",
14285 "Clear held image": "clear_btn"
14286 },
14287 "color": "#324B4B",
14288 "bgcolor": "#324B4B"
14289 },
14290 {
14291 "id": 4083,
14292 "type": "LCLoraLoaderSingle",
14293 "pos": [
14294 -6740,
14295 -4510
14296 ],
14297 "size": [
14298 330,
14299 90
14300 ],
14301 "flags": {
14302 "pinned": true
14303 },
14304 "order": 153,
14305 "mode": 0,
14306 "inputs": [
14307 {
14308 "name": "model",
14309 "type": "MODEL",
14310 "link": 55369
14311 }
14312 ],
14313 "outputs": [
14314 {
14315 "name": "model",
14316 "type": "MODEL",
14317 "links": [
14318 56606
14319 ]
14320 }
14321 ],
14322 "title": "Turbo LoRA ⚡",
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15004 "text": "## ⚠️ 🥅 Turn the group on in the **Bypasser #**. Off, the workflow runs exactly as before.\n\n### 🥅 Controlnet Notes:\n\n**LC MOSS Control 🕹️** (my LC MaskMaker pack, 0.22.1 or newer)\n- The picture follows the **depth** of your Image 1: same pose and framing, everything else from the prompt.\n- 💡 The depth map comes from **LC Depth Anything V2**, near = white.\n\n**File**\n- [MOSS Color & Depth Control](https://civitai.red/models/3010285/moss-color-and-depth-control?modelVersionId=3416153) into `models/model_patches/MOSS/`\n\n**⚙️ settings**\n- **depth_end:** 1.0 for a real photo (the default), 0.5 leaves half-formed ghosts of them, 0.3 loses the pose.\n- **strength:** leave it at 1.\n- A **color map** (flat colors, one per object) can go into **color_map**. 3D mannequin or painted maps: color 0.4 - 0.5, depth 0.15.\n- 🚀 Works with Speed Boost: the map follows the picture as it grows.\n"
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15007 "text": "## ⚠️ 🥅 在 **Bypasser #** 里打开这个分组。关闭时,工作流和以前完全一样。\n\n### 🥅 Controlnet 说明:\n\n**LC MOSS Control 🕹️**(我的 LC MaskMaker 节点包,0.22.1 或更新版本)\n- 画面会跟随你的 Image 1 的**深度**:姿势和构图一致,其余一切由提示词决定。\n- 💡 深度图来自 **LC Depth Anything V2**,近处 = 白色。\n\n**文件**\n- [MOSS Color & Depth Control](https://civitai.red/models/3010285/moss-color-and-depth-control?modelVersionId=3416153) 放入 `models/model_patches/MOSS/`\n\n**⚙️ 设置**\n- **depth_end:** 真实照片用 1.0(默认值),0.5 会留下人物的半成形鬼影,0.3 会丢失姿势。\n- **strength:** 保持为 1。\n- **color map**(纯色块,每个物体一种颜色)可以接入 **color_map**。3D 人偶或手绘的图:color 0.4 - 0.5,depth 0.15。\n- 🚀 可配合 Speed Boost 使用:控制图会随着画面一起放大。\n",
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15012 "text": "## ⚠️ 🥅 **Bypasser #** でグループをオンにしてください。オフなら、ワークフローはこれまでとまったく同じに動きます。\n\n### 🥅 Controlnetノート:\n\n**LC MOSS Control 🕹️**(私のLC MaskMakerパックの、0.22.1以降)\n- 絵はImage 1の**深度**に従います:ポーズとフレーミングは同じで、それ以外はプロンプトから。\n- 💡 深度マップは **LC Depth Anything V2** から来ます。近い=白。\n\n**ファイル**\n- [MOSS Color & Depth Control](https://civitai.red/models/3010285/moss-color-and-depth-control?modelVersionId=3416153) を `models/model_patches/MOSS/` に入れます\n\n**⚙️ 設定**\n- **depth_end:** 実写の写真なら1.0(デフォルト)。0.5だと半端にできた幽霊のようなものが残り、0.3だとポーズが失われます。\n- **strength:** 1のままにしておきます。\n- **カラーマップ**(物体ごとに1色のべた塗り)は **color_map** に入れられます。3Dマネキンや描いたマップなら:color 0.4 - 0.5、depth 0.15。\n- 🚀 Speed Boostと併用できます:マップは絵が大きくなるのに合わせて追従します。\n",
15013 "src": "c40a59c9",
15014 "srcTitle": "🥅 Controlnet Notes:"
15015 },
15016 "ko": {
15017 "text": "## ⚠️ 🥅 **Bypasser #**에서 그룹을 켜세요. 끄면 워크플로는 이전과 똑같이 돌아갑니다.\n\n### 🥅 Controlnet 노트:\n\n**LC MOSS Control 🕹️** (내 LC MaskMaker 팩, 0.22.1 이상)\n- 이미지는 Image 1의 **depth**를 따릅니다: 포즈와 프레이밍은 같고, 나머지는 프롬프트에서 옵니다.\n- 💡 depth map은 **LC Depth Anything V2**에서 나오며, 가까운 쪽이 흰색입니다.\n\n**파일**\n- [MOSS Color & Depth Control](https://civitai.red/models/3010285/moss-color-and-depth-control?modelVersionId=3416153)을 `models/model_patches/MOSS/`에\n\n**⚙️ 설정**\n- **depth_end:** 실제 사진이면 1.0(기본값), 0.5면 반쯤 형성된 유령 같은 형체가 남고, 0.3이면 포즈를 잃습니다.\n- **strength:** 1로 두세요.\n- **color map**(오브젝트당 하나씩, 단색)은 **color_map**에 넣을 수 있습니다. 3D 마네킹이나 직접 그린 맵: color 0.4 - 0.5, depth 0.15.\n- 🚀 Speed Boost와 같이 작동합니다: 맵이 이미지가 커지는 대로 따라갑니다.\n",
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15019 "srcTitle": "🥅 Controlnet Notes:"
15020 }
15021 },
15022 "titles": {
15023 "en": "🥅 Controlnet Notes:",
15024 "zh": "🥅 Controlnet 说明:",
15025 "ja": "🥅 Controlnetノート:",
15026 "ko": "🥅 Controlnet 노트:"
15027 }
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15036 "English ✏️",
15037 "## ⚠️ 🥅 Turn the group on in the **Bypasser #**. Off, the workflow runs exactly as before.\n\n### 🥅 Controlnet Notes:\n\n**LC MOSS Control 🕹️** (my LC MaskMaker pack, 0.22.1 or newer)\n- The picture follows the **depth** of your Image 1: same pose and framing, everything else from the prompt.\n- 💡 The depth map comes from **LC Depth Anything V2**, near = white.\n\n**File**\n- [MOSS Color & Depth Control](https://civitai.red/models/3010285/moss-color-and-depth-control?modelVersionId=3416153) into `models/model_patches/MOSS/`\n\n**⚙️ settings**\n- **depth_end:** 1.0 for a real photo (the default), 0.5 leaves half-formed ghosts of them, 0.3 loses the pose.\n- **strength:** leave it at 1.\n- A **color map** (flat colors, one per object) can go into **color_map**. 3D mannequin or painted maps: color 0.4 - 0.5, depth 0.15.\n- 🚀 Works with Speed Boost: the map follows the picture as it grows.\n"
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15041 "text": "## ⚠️ 🥅 Turn the group on in the **Bypasser #**. Off, the workflow runs exactly as before.\n\n### 🥅 Controlnet Notes:\n\n**LC MOSS Control 🕹️** (my LC MaskMaker pack, 0.22.1 or newer)\n- The picture follows the **depth** of your Image 1: same pose and framing, everything else from the prompt.\n- 💡 The depth map comes from **LC Depth Anything V2**, near = white.\n\n**File**\n- [MOSS Color & Depth Control](https://civitai.red/models/3010285/moss-color-and-depth-control?modelVersionId=3416153) into `models/model_patches/MOSS/`\n\n**⚙️ settings**\n- **depth_end:** 1.0 for a real photo (the default), 0.5 leaves half-formed ghosts of them, 0.3 loses the pose.\n- **strength:** leave it at 1.\n- A **color map** (flat colors, one per object) can go into **color_map**. 3D mannequin or painted maps: color 0.4 - 0.5, depth 0.15.\n- 🚀 Works with Speed Boost: the map follows the picture as it grows.\n"
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15389 "title": "Realism settings Bench:",
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15394 "en": {
15395 "text": "# MOSS Image realism bench (2026-10-20 overnight)\n\n---\n\n*15 setups, each one change from workflow, on 4 prompts (parka girl, old fisherman, dusk street, Lonecat) x 2 seeds = 120 images, 1024x1024, no LoRAs. Sheets: `sheet_<prompt>_<seed>.jpg` (all 15 setups), `key_comparison.jpg` (the six that matter). Full images: `H:/ComfyUI/output_test/moss_realism/`.*\n\n---\n\n## The short version\n\n- **Biggest win: denoise 1.0.** Both your workflows feed denoise below 1 into a fresh image: Simple **0.93**, Pro **0.97** (at step swap). On an empty latent that is what produces the glossy \"AI glam\" look: front-on beauty pose, oversaturated colour, crunchy HDR wrinkles, the big cartoon cat. The same settings at 1.0 come out candid and natural.\n - S0 (0.93) vs S1 (1.0), and P0 (0.97) vs P3 (1.0): the only change is denoise, and it is the clearest difference on every prompt.\n- **Your sigma scheduler is not the problem.** P0 (LC Sigmas gaussian curve) and P1 (plain curve) are nearly identical on every prompt. Detail Daemon (P0 vs P2) barely changes anything either.\n- **Speed Boost costs a little realism on MOSS** (S1 vs S2): slightly redder skin and more HDR on faces, sometimes an extra prop (the fisherman's goggles). Small next to denoise, but real. For realism-critical renders, run it off.\n- **The Pro workflow has three style LoRAs switched on** (inkriot 0.85, mikkoani 0.75, Animosity 0.85). They were off for this test. With them on, no sampler setting will look photographic.\n\n## The rest\n\n| Setup | What changed | Read |\n|---|---|---|\n| S0 baseline | SFT (denoise 0.93, Speed Boost on) | glam look, oversaturated |\n| S1 | denoise 1.0 | natural, candid |\n| S2 clean | + Speed Boost off | most natural er_sde result: moody, cinematic |\n| S3 | res_multistep | flatter \"phone photo\" light, cooler, very believable |\n| S4 | euler + beta | like S3, slightly softer |\n| S5 | cfg 4 | close to S2, a touch more contrast |\n| S6 | shift 3 | close to S2 |\n| S7 | no skip layer 22 | close to S2 |\n| S8 | 40 steps | close to S2, no clear gain for 60% more time |\n| P0 | Pro sampling (LC Sigmas gaussian, dual pass, DD, Speed Boost, denoise 0.97) | glam look (the denoise) |\n| P1 | Pro, plain curve | same as P0 |\n| P2 | Pro, no Detail Daemon | same as P0 |\n| P3 | Pro, denoise 1.0 | natural again |\n| B0 | Base, your Simple settings | soft, dreamy, glam |\n| B2 | Base, clean settings | soft but natural; less detail than SFT clean |\n\nTimes (1024x1024, warm): Speed Boost runs ~11-12 s, without it ~15 s, 40 steps ~24 s.\n\n## Base vs SFT\n\nSame settings, Base is softer and lower in contrast: it can pass for a real photo, but with less detail. SFT with clean settings (S2 / S3) is the better realism pick. Base with your current settings has the same glam problem as SFT.\n\n## Suggested settings for realism\n\n- **Denoise 1.0** for text-to-image (keep lower values for img2img only).\n- **er_sde / simple** for moody, cinematic; **res_multistep / simple** for everyday \"phone photo\" realism.\n- cfg 2.5, shift 5, skip layer 22 as you have them.\n- **Speed Boost off** when realism matters most.\n- Pro: keep your LC Sigmas curve if you like it (it is not hurting), but set denoise to 1.0 and leave the style LoRAs off for photo work.\n\n---\n\n## My Notes: \n\n- **Gaussian** for the win\n- Beta..... gives it a wierd painterly texture🤔\n- Hyperbolic breaks structure. Warps it. \n- DD: classic works better than look only (Only tested on InkRiot)\n - jack it up to.5\n\n- this thing does not do relaism well. \n- euler is boring\n\n"
15396 },
15397 "zh": {
15398 "text": "# MOSS Image 写实测试(2026-10-20 通宵)\n\n---\n\n*15 套设置,每套相对工作流只改一项,用 4 个提示词(parka girl、old fisherman、dusk street、Lonecat)x 2 个 seed = 120 张图,1024x1024,不加 LoRA。对比图:`sheet_<prompt>_<seed>.jpg`(全部 15 套设置),`key_comparison.jpg`(最重要的六套)。完整图片:`H:/ComfyUI/output_test/moss_realism/`。*\n\n---\n\n## 简短版\n\n- **最大的收获:denoise 1.0。**你的两个工作流都给一张全新的图喂了低于 1 的 denoise:Simple **0.93**,Pro **0.97**(在 step swap 处)。在空 latent 上,这正是产生那种光滑的\"AI 魅惑\"外观的原因:正对镜头的美人姿势、过饱和的色彩、脆生生的 HDR 皱纹、那只大大的卡通猫。同样的设置在 1.0 下出来的是抓拍般的自然效果。\n - S0 (0.93) 对 S1 (1.0),以及 P0 (0.97) 对 P3 (1.0):唯一的改动就是 denoise,而这在每个提示词上都是最明显的差别。\n- **你的 sigma scheduler 不是问题。**P0(LC Sigmas gaussian 曲线)和 P1(普通曲线)在每个提示词上几乎一模一样。Detail Daemon(P0 对 P2)也几乎没什么改变。\n- **Speed Boost 在 MOSS 上会损失一点写实感**(S1 对 S2):皮肤稍微更红,脸上 HDR 更多,有时会多出一个道具(渔夫的护目镜)。和 denoise 相比很小,但确实存在。对写实要求高的渲染,把它关掉。\n- **Pro 工作流开着三个风格 LoRA**(inkriot 0.85、mikkoani 0.75、Animosity 0.85)。这次测试里它们是关闭的。开着它们的话,任何采样器设置都不会看起来像照片。\n\n## 其余内容\n\n| 设置 | 改了什么 | 观感 |\n|---|---|---|\n| S0 baseline | SFT(denoise 0.93,Speed Boost 开) | 魅惑外观,过饱和 |\n| S1 | denoise 1.0 | 自然,抓拍感 |\n| S2 clean | + Speed Boost 关 | 最自然的 er_sde 结果:情绪化、电影感 |\n| S3 | res_multistep | 更平的\"手机照片\"光线,更冷,非常可信 |\n| S4 | euler + beta | 类似 S3,稍软 |\n| S5 | cfg 4 | 接近 S2,对比度略高 |\n| S6 | shift 3 | 接近 S2 |\n| S7 | 不用 skip layer 22 | 接近 S2 |\n| S8 | 40 步 | 接近 S2,多花 60% 时间没有明显收益 |\n| P0 | Pro 采样(LC Sigmas gaussian、双段、DD、Speed Boost、denoise 0.97) | 魅惑外观(因为 denoise) |\n| P1 | Pro,普通曲线 | 与 P0 相同 |\n| P2 | Pro,无 Detail Daemon | 与 P0 相同 |\n| P3 | Pro,denoise 1.0 | 又变自然了 |\n| B0 | Base,你的 Simple 设置 | 柔和、梦幻、魅惑 |\n| B2 | Base,clean 设置 | 柔和但自然;细节比 SFT clean 少 |\n\n耗时(1024x1024,预热后):开 Speed Boost 约 11-12 秒,不开约 15 秒,40 步约 24 秒。\n\n## Base 对比 SFT\n\n相同设置下,Base 更软、对比度更低:可以以假乱真,但细节更少。使用 clean 设置的 SFT(S2 / S3)是更好的写实选择。Base 配你目前的设置,和 SFT 有同样的魅惑问题。\n\n## 写实建议设置\n\n- 文生图用 **Denoise 1.0**(较低的值只留给 img2img)。\n- 想要情绪化、电影感用 **er_sde / simple**;日常\"手机照片\"写实用 **res_multistep / simple**。\n- cfg 2.5、shift 5、skip layer 22 保持你现在的设置。\n- 最看重写实时 **Speed Boost 关**。\n- Pro:如果你喜欢你的 LC Sigmas 曲线就保留(它没有坏处),但把 denoise 设为 1.0,做照片类作品时关掉风格 LoRA。\n\n---\n\n## 我的笔记: \n\n- **Gaussian** 胜出\n- Beta..... 会带来一种怪异的绘画质感🤔\n- Hyperbolic 会破坏结构。让它扭曲。 \n- DD:classic 比只看 look 效果更好(只在 InkRiot 上测过)\n - 把它拉到 .5\n\n- 这东西不擅长写实。\n- euler 很无聊\n\n\n",
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15402 "ja": {
15403 "text": "# MOSS Image リアリズムベンチ (2026-10-20 夜間実施)\n\n---\n\n*15セットアップ、それぞれワークフローから1か所だけ変更し、4つのプロンプト(parka girl、old fisherman、dusk street、Lonecat) x 2シード = 120枚、1024x1024、LoRA なし。シート: `sheet_<prompt>_<seed>.jpg` (15セットアップすべて)、`key_comparison.jpg` (重要な6つ)。フル画像: `H:/ComfyUI/output_test/moss_realism/`。*\n\n---\n\n## 要点\n\n- **最大の収穫: denoise 1.0。** あなたのワークフローは両方とも、新規画像に 1 未満の denoise を流しています: Simple は **0.93**、Pro は **0.97**(step swap 時)。空の latent では、それがツルツルの「AI グラマー」ルックの原因になります: 正面向きの美人ポーズ、過飽和の色、バリバリの HDR のシワ、巨大なカートゥーンの猫。同じ設定でも 1.0 にすると、自然体のスナップのように出ます。\n - S0 (0.93) 対 S1 (1.0)、P0 (0.97) 対 P3 (1.0): 変えたのは denoise だけで、どのプロンプトでも最もはっきりした差が出ています。\n- **sigma スケジューラーは問題ではありません。** P0 (LC Sigmas gaussian カーブ) と P1 (通常のカーブ) は、どのプロンプトでもほぼ同じです。Detail Daemon (P0 対 P2) もほとんど何も変えません。\n- **Speed Boost は MOSS ではリアルさが少し落ちます** (S1 対 S2): 肌が少し赤くなり、顔の HDR が増え、小道具が増えることもあります(漁師のゴーグル)。denoise に比べれば小さいですが、確かにあります。リアルさが肝心のレンダリングでは、オフにして回してください。\n- **Pro ワークフローはスタイル LoRA が3つオンになっています** (inkriot 0.85、mikkoani 0.75、Animosity 0.85)。このテストではオフにしていました。オンのままでは、どんなサンプラー設定でも写真っぽくはなりません。\n\n## その他\n\n| セットアップ | 変更点 | 所見 |\n|---|---|---|\n| S0 baseline | SFT (denoise 0.93、Speed Boost オン) | グラマールック、過飽和 |\n| S1 | denoise 1.0 | 自然、スナップ風 |\n| S2 clean | + Speed Boost オフ | er_sde で最も自然な結果: ムーディーでシネマティック |\n| S3 | res_multistep | よりフラットな「スマホ写真」の光、涼しい色味、非常に説得力あり |\n| S4 | euler + beta | S3 に似ているが、少しソフト |\n| S5 | cfg 4 | S2 に近く、コントラストが少し強い |\n| S6 | shift 3 | S2 に近い |\n| S7 | skip layer 22 なし | S2 に近い |\n| S8 | 40 steps | S2 に近く、時間が60%増えるのに明確な向上なし |\n| P0 | Pro サンプリング (LC Sigmas gaussian、デュアルパス、DD、Speed Boost、denoise 0.97) | グラマールック (denoise のせい) |\n| P1 | Pro、通常のカーブ | P0 と同じ |\n| P2 | Pro、Detail Daemon なし | P0 と同じ |\n| P3 | Pro、denoise 1.0 | また自然になった |\n| B0 | Base、あなたの Simple 設定 | ソフトで夢のよう、グラマー |\n| B2 | Base、clean 設定 | ソフトだが自然。SFT clean よりディテールは少ない |\n\n時間 (1024x1024、ウォーム状態): Speed Boost ありで約 11-12 秒、なしで約 15 秒、40 steps で約 24 秒。\n\n## Base 対 SFT\n\n同じ設定だと、Base のほうがソフトでコントラストが低く、本物の写真に見えることもありますが、ディテールは少なめです。リアルさなら、clean 設定の SFT (S2 / S3) のほうが良い選択です。今の設定の Base は、SFT と同じグラマー問題があります。\n\n## リアルさのためのおすすめ設定\n\n- text-to-image では **Denoise 1.0**(低い値は img2img だけに残してください)。\n- ムーディーでシネマティックなら **er_sde / simple**、日常の「スマホ写真」的リアルさなら **res_multistep / simple**。\n- cfg 2.5、shift 5、skip layer 22 は今のままで。\n- リアルさが最重要のときは **Speed Boost オフ**。\n- Pro: LC Sigmas のカーブが気に入っているならそのままで構いません(悪さはしていません)。ただし denoise は 1.0 にして、写真系の作業ではスタイル LoRA をオフにしてください。\n\n---\n\n## 私のメモ: \n\n- **Gaussian** が勝ち\n- Beta..... 変な絵画的テクスチャになります🤔\n- Hyperbolic は構造を壊します。歪みます。 \n- DD: look のみより classic のほうが良い (InkRiot でしか試していません)\n - .5 まで上げる\n\n- これはリアル系があまり得意ではありません。 \n- euler は退屈\n\n",
15404 "src": "1b9b1ce8",
15405 "srcTitle": "Realism settings Bench:"
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15407 "ko": {
15408 "text": "# MOSS Image 리얼리즘 벤치 (2026-10-20 밤샘)\n\n---\n\n*15개 셋업, 각각 워크플로우에서 하나씩만 변경, 프롬프트 4개(parka girl, old fisherman, dusk street, Lonecat) x seed 2개 = 이미지 120장, 1024x1024, LoRA 없음. 시트: `sheet_<prompt>_<seed>.jpg` (15개 셋업 전부), `key_comparison.jpg` (중요한 6개). 전체 이미지: `H:/ComfyUI/output_test/moss_realism/`.*\n\n---\n\n## 요약\n\n- **가장 큰 승부처: denoise 1.0.** 두 워크플로우 모두 새 이미지에 1 미만의 denoise를 넣고 있습니다: Simple은 **0.93**, Pro는 **0.97**(step swap에서). 빈 latent에서 이러면 번들거리는 \"AI 글램\" 룩이 나옵니다: 정면 뷰티 포즈, 과포화된 색, 바삭바삭한 HDR 주름, 커다란 만화 고양이. 같은 설정을 1.0으로 돌리면 꾸밈없고 자연스럽게 나옵니다.\n - S0 (0.93) vs S1 (1.0), 그리고 P0 (0.97) vs P3 (1.0): 바뀐 건 denoise뿐인데, 모든 프롬프트에서 가장 확실한 차이입니다.\n- **sigma scheduler는 문제가 아닙니다.** P0 (LC Sigmas gaussian 곡선)와 P1 (일반 곡선)은 모든 프롬프트에서 거의 같습니다. Detail Daemon (P0 vs P2)도 거의 아무것도 바꾸지 않습니다.\n- **Speed Boost는 MOSS에서 리얼리즘이 조금 떨어집니다** (S1 vs S2): 피부가 약간 더 붉어지고 얼굴에 HDR이 더 들어가며, 가끔 소품이 추가됩니다(어부의 고글). denoise에 비하면 작지만 분명히 있습니다. 리얼리즘이 중요한 렌더에서는 끄고 돌리세요.\n- **Pro 워크플로우에는 스타일 LoRA 3개가 켜져 있습니다** (inkriot 0.85, mikkoani 0.75, Animosity 0.85). 이번 테스트에서는 껐습니다. 켜 두면 어떤 sampler 설정으로도 사진처럼 보이지 않습니다.\n\n## 나머지\n\n| 셋업 | 바뀐 것 | 평가 |\n|---|---|---|\n| S0 baseline | SFT (denoise 0.93, Speed Boost 켬) | 글램 룩, 과포화 |\n| S1 | denoise 1.0 | 자연스럽고 꾸밈없음 |\n| S2 clean | + Speed Boost 끔 | er_sde 결과 중 가장 자연스러움: 무드 있고 시네마틱 |\n| S3 | res_multistep | 더 평평한 \"폰카\" 조명, 더 차가움, 아주 그럴듯함 |\n| S4 | euler + beta | S3와 비슷, 약간 더 부드러움 |\n| S5 | cfg 4 | S2와 비슷, 대비가 조금 더 높음 |\n| S6 | shift 3 | S2와 비슷 |\n| S7 | skip layer 22 없음 | S2와 비슷 |\n| S8 | 40 steps | S2와 비슷, 시간이 60% 더 드는 데 비해 뚜렷한 이득 없음 |\n| P0 | Pro 샘플링 (LC Sigmas gaussian, dual pass, DD, Speed Boost, denoise 0.97) | 글램 룩 (denoise 때문) |\n| P1 | Pro, 일반 곡선 | P0와 같음 |\n| P2 | Pro, Detail Daemon 없음 | P0와 같음 |\n| P3 | Pro, denoise 1.0 | 다시 자연스러움 |\n| B0 | Base, Simple 설정 | 부드럽고 몽환적, 글램 |\n| B2 | Base, clean 설정 | 부드럽지만 자연스러움. SFT clean보다 디테일이 적음 |\n\n시간 (1024x1024, 워밍업 후): Speed Boost 사용 시 약 11-12초, 없이는 약 15초, 40 steps는 약 24초.\n\n## Base vs SFT\n\n같은 설정에서 Base는 더 부드럽고 대비가 낮습니다. 진짜 사진처럼 보일 수 있지만 디테일이 적습니다. clean 설정의 SFT (S2 / S3)가 리얼리즘 선택으로는 더 낫습니다. 현재 설정 그대로의 Base는 SFT와 같은 글램 문제가 있습니다.\n\n## 리얼리즘을 위한 추천 설정\n\n- text-to-image는 **Denoise 1.0** (낮은 값은 img2img에만 쓰세요).\n- 무드 있고 시네마틱한 느낌은 **er_sde / simple**, 일상적인 \"폰카\" 리얼리즘은 **res_multistep / simple**.\n- cfg 2.5, shift 5, skip layer 22는 지금 설정 그대로.\n- 리얼리즘이 가장 중요할 때는 **Speed Boost 끄기**.\n- Pro: LC Sigmas 곡선이 마음에 들면 유지해도 됩니다 (해롭지 않습니다). 다만 denoise는 1.0으로 하고, 사진 작업에는 스타일 LoRA를 끄세요.\n\n---\n\n## 내 메모: \n\n- **Gaussian**이 승리\n- Beta..... 이상하게 그림 같은 질감이 나옵니다🤔\n- Hyperbolic은 구조를 깨뜨립니다. 왜곡시킵니다. \n- DD: look only보다 classic이 더 잘 됩니다 (InkRiot에서만 테스트)\n - .5까지 올리세요\n\n- 이건 사실감은 잘 못 냅니다. \n- euler는 지루합니다\n",
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15428 "# MOSS Image realism bench (2026-10-20 overnight)\n\n---\n\n*15 setups, each one change from workflow, on 4 prompts (parka girl, old fisherman, dusk street, Lonecat) x 2 seeds = 120 images, 1024x1024, no LoRAs. Sheets: `sheet_<prompt>_<seed>.jpg` (all 15 setups), `key_comparison.jpg` (the six that matter). Full images: `H:/ComfyUI/output_test/moss_realism/`.*\n\n---\n\n## The short version\n\n- **Biggest win: denoise 1.0.** Both your workflows feed denoise below 1 into a fresh image: Simple **0.93**, Pro **0.97** (at step swap). On an empty latent that is what produces the glossy \"AI glam\" look: front-on beauty pose, oversaturated colour, crunchy HDR wrinkles, the big cartoon cat. The same settings at 1.0 come out candid and natural.\n - S0 (0.93) vs S1 (1.0), and P0 (0.97) vs P3 (1.0): the only change is denoise, and it is the clearest difference on every prompt.\n- **Your sigma scheduler is not the problem.** P0 (LC Sigmas gaussian curve) and P1 (plain curve) are nearly identical on every prompt. Detail Daemon (P0 vs P2) barely changes anything either.\n- **Speed Boost costs a little realism on MOSS** (S1 vs S2): slightly redder skin and more HDR on faces, sometimes an extra prop (the fisherman's goggles). Small next to denoise, but real. For realism-critical renders, run it off.\n- **The Pro workflow has three style LoRAs switched on** (inkriot 0.85, mikkoani 0.75, Animosity 0.85). They were off for this test. With them on, no sampler setting will look photographic.\n\n## The rest\n\n| Setup | What changed | Read |\n|---|---|---|\n| S0 baseline | SFT (denoise 0.93, Speed Boost on) | glam look, oversaturated |\n| S1 | denoise 1.0 | natural, candid |\n| S2 clean | + Speed Boost off | most natural er_sde result: moody, cinematic |\n| S3 | res_multistep | flatter \"phone photo\" light, cooler, very believable |\n| S4 | euler + beta | like S3, slightly softer |\n| S5 | cfg 4 | close to S2, a touch more contrast |\n| S6 | shift 3 | close to S2 |\n| S7 | no skip layer 22 | close to S2 |\n| S8 | 40 steps | close to S2, no clear gain for 60% more time |\n| P0 | Pro sampling (LC Sigmas gaussian, dual pass, DD, Speed Boost, denoise 0.97) | glam look (the denoise) |\n| P1 | Pro, plain curve | same as P0 |\n| P2 | Pro, no Detail Daemon | same as P0 |\n| P3 | Pro, denoise 1.0 | natural again |\n| B0 | Base, your Simple settings | soft, dreamy, glam |\n| B2 | Base, clean settings | soft but natural; less detail than SFT clean |\n\nTimes (1024x1024, warm): Speed Boost runs ~11-12 s, without it ~15 s, 40 steps ~24 s.\n\n## Base vs SFT\n\nSame settings, Base is softer and lower in contrast: it can pass for a real photo, but with less detail. SFT with clean settings (S2 / S3) is the better realism pick. Base with your current settings has the same glam problem as SFT.\n\n## Suggested settings for realism\n\n- **Denoise 1.0** for text-to-image (keep lower values for img2img only).\n- **er_sde / simple** for moody, cinematic; **res_multistep / simple** for everyday \"phone photo\" realism.\n- cfg 2.5, shift 5, skip layer 22 as you have them.\n- **Speed Boost off** when realism matters most.\n- Pro: keep your LC Sigmas curve if you like it (it is not hurting), but set denoise to 1.0 and leave the style LoRAs off for photo work.\n\n---\n\n## My Notes: \n\n- **Gaussian** for the win\n- Beta..... gives it a wierd painterly texture🤔\n- Hyperbolic breaks structure. Warps it. \n- DD: classic works better than look only (Only tested on InkRiot)\n - jack it up to.5\n\n- this thing does not do relaism well. \n- euler is boring\n\n"
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15432 "text": "# MOSS Image realism bench (2026-10-20 overnight)\n\n---\n\n*15 setups, each one change from workflow, on 4 prompts (parka girl, old fisherman, dusk street, Lonecat) x 2 seeds = 120 images, 1024x1024, no LoRAs. Sheets: `sheet_<prompt>_<seed>.jpg` (all 15 setups), `key_comparison.jpg` (the six that matter). Full images: `H:/ComfyUI/output_test/moss_realism/`.*\n\n---\n\n## The short version\n\n- **Biggest win: denoise 1.0.** Both your workflows feed denoise below 1 into a fresh image: Simple **0.93**, Pro **0.97** (at step swap). On an empty latent that is what produces the glossy \"AI glam\" look: front-on beauty pose, oversaturated colour, crunchy HDR wrinkles, the big cartoon cat. The same settings at 1.0 come out candid and natural.\n - S0 (0.93) vs S1 (1.0), and P0 (0.97) vs P3 (1.0): the only change is denoise, and it is the clearest difference on every prompt.\n- **Your sigma scheduler is not the problem.** P0 (LC Sigmas gaussian curve) and P1 (plain curve) are nearly identical on every prompt. Detail Daemon (P0 vs P2) barely changes anything either.\n- **Speed Boost costs a little realism on MOSS** (S1 vs S2): slightly redder skin and more HDR on faces, sometimes an extra prop (the fisherman's goggles). Small next to denoise, but real. For realism-critical renders, run it off.\n- **The Pro workflow has three style LoRAs switched on** (inkriot 0.85, mikkoani 0.75, Animosity 0.85). They were off for this test. With them on, no sampler setting will look photographic.\n\n## The rest\n\n| Setup | What changed | Read |\n|---|---|---|\n| S0 baseline | SFT (denoise 0.93, Speed Boost on) | glam look, oversaturated |\n| S1 | denoise 1.0 | natural, candid |\n| S2 clean | + Speed Boost off | most natural er_sde result: moody, cinematic |\n| S3 | res_multistep | flatter \"phone photo\" light, cooler, very believable |\n| S4 | euler + beta | like S3, slightly softer |\n| S5 | cfg 4 | close to S2, a touch more contrast |\n| S6 | shift 3 | close to S2 |\n| S7 | no skip layer 22 | close to S2 |\n| S8 | 40 steps | close to S2, no clear gain for 60% more time |\n| P0 | Pro sampling (LC Sigmas gaussian, dual pass, DD, Speed Boost, denoise 0.97) | glam look (the denoise) |\n| P1 | Pro, plain curve | same as P0 |\n| P2 | Pro, no Detail Daemon | same as P0 |\n| P3 | Pro, denoise 1.0 | natural again |\n| B0 | Base, your Simple settings | soft, dreamy, glam |\n| B2 | Base, clean settings | soft but natural; less detail than SFT clean |\n\nTimes (1024x1024, warm): Speed Boost runs ~11-12 s, without it ~15 s, 40 steps ~24 s.\n\n## Base vs SFT\n\nSame settings, Base is softer and lower in contrast: it can pass for a real photo, but with less detail. SFT with clean settings (S2 / S3) is the better realism pick. Base with your current settings has the same glam problem as SFT.\n\n## Suggested settings for realism\n\n- **Denoise 1.0** for text-to-image (keep lower values for img2img only).\n- **er_sde / simple** for moody, cinematic; **res_multistep / simple** for everyday \"phone photo\" realism.\n- cfg 2.5, shift 5, skip layer 22 as you have them.\n- **Speed Boost off** when realism matters most.\n- Pro: keep your LC Sigmas curve if you like it (it is not hurting), but set denoise to 1.0 and leave the style LoRAs off for photo work.\n\n---\n\n## My Notes: \n\n- **Gaussian** for the win\n- Beta..... gives it a wierd painterly texture🤔\n- Hyperbolic breaks structure. Warps it. \n- DD: classic works better than look only (Only tested on InkRiot)\n - jack it up to.5\n\n- this thing does not do relaism well. \n- euler is boring\n\n"
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15874 "text": "**LC Bounding BBOX**\n- Draw a box first \n- name it, pick a type and describe only what is inside it.\n- People and animals get the **character** type so they stay separate characters.\n- 🎨 color palette defines the image temperature. \n- ✋ Keep the scene prompt to the scene. Anything in a box stays out of the prompt, or MOSS locks it in.\n- **block** on **if_empty** stops the run until boxes are drawn.\n\n**The image (reference only)**\n- **The picture on the first node is something to draw over**, so you can place boxes on a real composition. It is never rendered or used as a source.\n- **use image size:** the picture sets the canvas size and shape. **custom:** type your own width / height.\n\n**canvas (LC MOSS Layout Prompt)**\n- **single:** one picture. Normal scenes like this café.\n- **multi_panel:** comic panels or a split screen.\n- **collage:** a moodboard or sticker sheet, separate items with no shared scene.\n\n**✨ boxes** (needs LC Vision)\n- Write an idea in the box under the canvas and hit **✨ boxes**. Vision places the boxes, names them, picks the type and writes each description and palette.\n- A picture on the node? It finds the subjects in it instead. The idea box then says what to box or change.\n- It asks before it replaces the boxes you have.\n- The scene description is copied for you: paste it into your prompt.\n- About 20 to 30 seconds. The vision model loads, writes and unloads again. It waits until a render is done.\n- 💡 Check the descriptions. Vision gets hair length and small details wrong sometimes."
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15877 "text": "**LC Bounding BBOX**\n- 先画一个框 \n- 给它命名,选一个类型,并且只描述框里面的内容。\n- 人物和动物请用 **character** 类型,这样它们会保持为各自独立的角色。\n- 🎨 色板决定画面的色温。 \n- ✋ 场景提示词只写场景。框里的任何内容都不要放进提示词,否则 MOSS 会把它锁死。\n- **if_empty** 设为 **block** 时,会在画出框之前停止运行。\n\n**图像(仅作参考)**\n- **第一个节点上的图片只是用来在上面画框的底图**,这样你可以在真实构图上摆放框。它永远不会被渲染,也不会用作来源。\n- **use image size:** 由图片决定画布的尺寸和形状。**custom:** 自己填写 width / height。\n\n**canvas (LC MOSS Layout Prompt)**\n- **single:** 一张图。像这家咖啡馆这样的普通场景。\n- **multi_panel:** 漫画分格或分屏。\n- **collage:** 情绪板或贴纸页,各个元素彼此独立,没有共同场景。\n\n**✨ boxes**(需要 LC Vision)\n- 在画布下方的框里写下想法,然后点 **✨ boxes**。Vision 会摆好框、命名、选类型,并写好每个框的描述和色板。\n- 节点上有图片?它会改为找出图里的主体。这时想法框用来说明要框什么或改什么。\n- 替换你已有的框之前,它会先问你。\n- 场景描述会自动复制:粘贴到你的提示词里即可。\n- 大约 20 到 30 秒。视觉模型加载、写完后会再卸载。渲染进行中时它会等渲染结束。\n- 💡 检查一下描述。Vision 有时会把发长和小细节弄错。",
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15882 "text": "**LC Bounding BBOX**\n- まずボックスを描きます \n- 名前を付け、タイプを選び、その中にあるものだけを記述します。\n- 人と動物には **character** タイプを使うと、別々のキャラクターとして扱われます。\n- 🎨 カラーパレットが、画像の色温度を決めます。 \n- ✋ シーンプロンプトには、シーンだけを書いてください。ボックスの中にあるものはプロンプトに入れないでください。入れるとMOSSが固定してしまいます。\n- **if_empty** が **block** だと、ボックスを描くまで実行が止まります。\n\n**画像(参考用のみ)**\n- **最初のノードの画像は、上から描き込むためのものです**。実際の構図の上にボックスを配置できます。レンダリングされることも、ソースとして使われることもありません。\n- **use image size:** 画像がキャンバスのサイズと形を決めます。**custom:** 自分で幅/高さを入力します。\n\n**canvas (LC MOSS Layout Prompt)**\n- **single:** 1枚の絵。このカフェのような普通のシーン向けです。\n- **multi_panel:** コマ割りの漫画や画面分割。\n- **collage:** ムードボードやステッカーシート。共通のシーンのない、別々のアイテムです。\n\n**✨ boxes**(LC Vision が必要)\n- キャンバスの下のボックスにアイデアを書いて **✨ boxes** を押します。Vision がボックスを配置し、名前を付け、タイプを選び、それぞれの説明とパレットを書きます。\n- ノードに画像がある場合は、代わりに画像の中の被写体を見つけます。そのときアイデア欄には、何を囲むか・何を変えるかを書きます。\n- 今あるボックスを置き換える前に確認します。\n- シーンの説明はコピーされます。プロンプトに貼り付けてください。\n- 約 20〜30 秒。ビジョンモデルが読み込まれ、書き終わるとまた解放されます。レンダリング中は終わるまで待ちます。\n- 💡 説明は確認してください。Vision は髪の長さや細かい部分を間違えることがあります。",
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15886 "ko": {
15887 "text": "**LC Bounding BBOX**\n- 먼저 박스를 그리세요 \n- 이름을 붙이고, 타입을 고르고, 그 안에 있는 것만 묘사하세요.\n- 사람과 동물은 **character** 타입으로 해야 별개의 캐릭터로 유지됩니다.\n- 🎨 컬러 팔레트가 이미지의 색온도를 정합니다. \n- ✋ scene 프롬프트에는 장면만 쓰세요. 박스 안에 있는 건 프롬프트에서 빼야 하고, 안 그러면 MOSS가 고정해버립니다.\n- **if_empty**를 **block**으로 하면 박스를 그릴 때까지 실행이 멈춥니다.\n\n**이미지 (참고용)**\n- **첫 번째 노드의 그림은 그 위에 그리기 위한 용도**라서, 실제 구도 위에 박스를 놓을 수 있습니다. 렌더링되거나 소스로 쓰이지 않습니다.\n- **use image size:** 그림이 캔버스 크기와 모양을 정합니다. **custom:** width / height를 직접 입력.\n\n**canvas (LC MOSS Layout Prompt)**\n- **single:** 그림 한 장. 이 카페 같은 보통 장면.\n- **multi_panel:** 만화 컷이나 분할 화면.\n- **collage:** 무드보드나 스티커 시트처럼 공통 장면 없는 개별 아이템들.\n\n**✨ boxes** (LC Vision 필요)\n- 캔버스 아래 칸에 아이디어를 쓰고 **✨ boxes**를 누르세요. Vision이 박스를 배치하고, 이름을 붙이고, 타입을 고르고, 각 박스의 설명과 팔레트를 씁니다.\n- 노드에 사진이 있으면 대신 사진 속 피사체를 찾습니다. 이때 아이디어 칸에는 무엇을 박스로 잡을지, 무엇을 바꿀지 씁니다.\n- 지금 있는 박스를 바꾸기 전에 먼저 물어봅니다.\n- 장면 설명은 복사됩니다. 프롬프트에 붙여 넣으세요.\n- 약 20~30초. 비전 모델이 로드되어 쓰고 나면 다시 언로드됩니다. 렌더링 중이면 끝날 때까지 기다립니다.\n- 💡 설명은 확인하세요. Vision이 머리 길이나 작은 디테일을 틀릴 때가 있습니다.",
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16806 "texts": {
16807 "en": {
16808 "text": "## LC Image Denoise\n- Kills decode grit so the skin nodes after it do not amplify noise.\n- **mode: smart** (default) measures the noise in each image, so the same settings work on clean and noisy renders. **legacy** is the old edge-gated blur.\n- **luma:** how hard grain is cleaned. **chroma:** color blotches and rainbow speckle. Raise chroma first, it costs the least detail.\n- **keep_detail:** brings back pores and hair where they stand above the noise. Lower it if grit comes back.\n- **strength:** 0 = original, 1 = fully denoised (0.75 default).\n- **noise_report** tells you how noisy each image actually was. Low number? Leave it alone.\n\n### LC Person Mask 🧍(Optional)\n\n**It's optional.** If all you care about is faces, then you do not need it. The node will find them by itself. It will also grab skin about 50% of the time. However, if you want **all** skin and make sure it misses clothes, then use it.\n**Settings**\n- **engine: mediapipe**, **face** + **body**, **remove_features** on. Mediapipe's body includes torso and neck skin (segformer's is arms and legs only).\n- **remove_features** cuts eyes, brows, lips and teeth out with SAM 3, so the nodes below never smooth or texture them.\n\n\n## LC Skin Master ✨\n\n**What is it?**\n- Your whole skin chain in one node: grit, pores, blemishes, lines, freckles, eyes, skin tone and colour. Each one done once, in order, on one skin map.\n\n- 💡Plug the **skin_mask** into **LC Sharpen Pro**, so skin_protect covers all the skin instead of the part a colour guess finds.\n- ✋ **First run downloads about 80 MB** (face finders) into `models/facexlib`.\n\n**Settings ⚙️**\n\n**Presets**: \n- **Natural** for every day. \n- **Soft Beauty** for images with makeup.\n- **Editorial Detail** for close-ups (sharp 🗡️)\n- **Real Skin Restore** for plastic skin\n- **Weathered** for character (my favorite in most cases)\n- **Sun-Kissed** for freckles. \n- *Moving a slider switches to Custom.*\n\n**Sliders:**\n\n- **pores**: 1 = as it is. Keep it at 1 or more with **pigmentation**, or the freckles look painted on.\n- **add_pores**: for skin that has none. Skin with detail gets less on its own.\n- **wrinkles**: below 0 softens, above 0 deepens the lines already there.\n- **warmth**: below 0 calms orange AI skin.\n- **eye_detail**: 0.5 default, 1.0 is the top.\n\n\n---\n**Credits:**\n\nSkin finding and the retouch adapted from sd-living-skin by sca-285 (MIT) [Here](https://github.com/sca-285/sd-living-skin)\n\n"
16809 },
16810 "zh": {
16811 "text": "## LC Image Denoise\n- 消除解码产生的颗粒感,这样它后面的皮肤节点就不会放大噪点。\n- **mode: smart**(默认)会测量每张图的噪点,所以同样的设置对干净和有噪点的渲染都适用。**legacy** 是旧的边缘门控模糊。\n- **luma:**清理颗粒的力度。**chroma:**色斑和彩虹状斑点。先调高 chroma,它损失的细节最少。\n- **keep_detail:**把高于噪点的毛孔和毛发找回来。如果颗粒感又回来了,就调低它。\n- **strength:**0 = 原图,1 = 完全去噪(默认 0.75)。\n- **noise_report** 会告诉你每张图实际的噪点程度。数值低?别动它。\n\n### LC Person Mask 🧍(可选)\n\n**它是可选的。**如果你只关心人脸,就不需要它。节点会自己找到人脸。它大约有 50% 的概率也能抓到皮肤。但如果你想要**全部**皮肤并确保避开衣服,就用它。\n**设置**\n- **engine: mediapipe**、**face** + **body**、**remove_features** 开启。Mediapipe 的 body 包含躯干和脖子的皮肤(segformer 的只有手臂和腿)。\n- **remove_features** 用 SAM 3 把眼睛、眉毛、嘴唇和牙齿抠掉,这样下面的节点就不会对它们做平滑或加质感。\n\n\n## LC Skin Master ✨\n\n**这是什么?**\n- 你整条皮肤处理链集于一个节点:颗粒、毛孔、瑕疵、纹路、雀斑、眼睛、肤色和色彩。每一项只做一次,按顺序,在同一张皮肤图上完成。\n\n- 💡把 **skin_mask** 接到 **LC Sharpen Pro** 上,这样 skin_protect 就能覆盖所有皮肤,而不只是颜色猜测找到的那部分。\n- ✋ **首次运行会下载约 80 MB**(人脸检测器)到 `models/facexlib`。\n\n**设置 ⚙️**\n\n**预设**: \n- **Natural** 日常使用。 \n- **Soft Beauty** 用于带妆的图像。\n- **Editorial Detail** 用于特写(锐利 🗡️)\n- **Real Skin Restore** 用于塑料感皮肤\n- **Weathered** 用于有性格的角色(大多数情况下我的最爱)\n- **Sun-Kissed** 用于雀斑。 \n- *移动任何滑块都会切换到 Custom。*\n\n**滑块:**\n\n- **pores**:1 = 保持原样。和 **pigmentation** 一起时保持在 1 或更高,否则雀斑看起来像画上去的。\n- **add_pores**:用于没有毛孔的皮肤。本身有细节的皮肤会少加一些。\n- **wrinkles**:低于 0 是柔化,高于 0 是加深已有的纹路。\n- **warmth**:低于 0 可以压住 AI 皮肤的橙色。\n- **eye_detail**:默认 0.5,1.0 是上限。\n\n\n---\n**致谢:**\n\n皮肤检测和修饰改编自 sca-285 的 sd-living-skin (MIT) [这里](https://github.com/sca-285/sd-living-skin)\n\n\n",
16812 "src": "9e5b10c4",
16813 "srcTitle": "Skins stuffs"
16814 },
16815 "ja": {
16816 "text": "## LC Image Denoise\n- デコードのザラつきを消して、後段のスキンノードがノイズを増幅しないようにします。\n- **mode: smart**(デフォルト)は画像ごとにノイズを測定するので、きれいな画像でもノイズの多い画像でも同じ設定が使えます。**legacy** は従来のエッジゲート付きブラーです。\n- **luma:** グレインをどれだけ強く除去するか。**chroma:** 色のまだらや虹色のブツブツ。先に chroma を上げてください。ディテールの損失が最も小さいです。\n- **keep_detail:** ノイズより際立っている毛穴や髪を戻します。ザラつきが戻ってきたら下げてください。\n- **strength:** 0 = 元のまま、1 = 完全に denoise(デフォルトは 0.75)。\n- **noise_report** は、各画像が実際にどれだけノイズを持っていたかを教えてくれます。数値が低い? 触らなくて大丈夫です。\n\n### LC Person Mask 🧍(オプション)\n\n**オプションです。** 顔だけが目的なら要りません。ノードが自分で見つけます。肌も半分くらいの確率で拾います。ですが、肌を**すべて**対象にして、服を確実に外したいなら、これを使ってください。\n**設定**\n- **engine: mediapipe**、**face** + **body**、**remove_features** オン。Mediapipe の body には胴体と首の肌が含まれます(segformer は腕と脚だけです)。\n- **remove_features** は SAM 3 で目、眉、唇、歯を切り抜くので、下のノードがそこをなめらかにしたりテクスチャを足したりすることはありません。\n\n\n## LC Skin Master ✨\n\n**これは何?**\n- 肌のチェーン全体を1つのノードにまとめたものです: ザラつき、毛穴、シミ、シワ、そばかす、目、肌のトーンと色。それぞれが、1枚のスキンマップに対して順番に1回ずつ処理されます。\n\n- 💡 **skin_mask** を **LC Sharpen Pro** につなぐと、skin_protect が、色の推測で見つかった部分だけでなく、肌全体をカバーします。\n- ✋ **初回実行時に約 80 MB**(顔検出モデル)が `models/facexlib` にダウンロードされます。\n\n**設定 ⚙️**\n\n**プリセット**: \n- **Natural** は普段使い。 \n- **Soft Beauty** はメイクをした画像向け。\n- **Editorial Detail** はクローズアップ向け(シャープ 🗡️)\n- **Real Skin Restore** はプラスチックっぽい肌向け\n- **Weathered** は個性づけ向け(ほとんどの場合、私のお気に入り)\n- **Sun-Kissed** はそばかす向け。 \n- *スライダーを動かすと Custom に切り替わります。*\n\n**スライダー:**\n\n- **pores**: 1 = そのまま。**pigmentation** と一緒に 1 以上にしておかないと、そばかすが描き込んだように見えます。\n- **add_pores**: 毛穴のない肌向け。ディテールのある肌には自動で少なくなります。\n- **wrinkles**: 0 未満でぼかし、0 より上で既にあるシワを深くします。\n- **warmth**: 0 未満で、オレンジっぽい AI 肌をおとなしくします。\n- **eye_detail**: デフォルトは 0.5、最大は 1.0。\n\n\n---\n**クレジット:**\n\n肌の検出とレタッチは、sca-285 の sd-living-skin (MIT) を元にしています [こちら](https://github.com/sca-285/sd-living-skin)\n\n",
16817 "src": "9e5b10c4",
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16820 "ko": {
16821 "text": "## LC Image Denoise\n- 디코드에서 생긴 거친 노이즈를 없애서, 뒤에 오는 피부 노드가 노이즈를 증폭하지 않게 합니다.\n- **mode: smart** (기본값)는 이미지마다 노이즈를 측정하므로 같은 설정이 깨끗한 렌더와 노이즈 많은 렌더 모두에 통합니다. **legacy**는 예전의 edge-gated blur입니다.\n- **luma:** 그레인을 얼마나 강하게 정리할지. **chroma:** 색 얼룩과 무지개빛 점. chroma를 먼저 올리세요. 디테일 손실이 가장 적습니다.\n- **keep_detail:** 노이즈 위로 두드러지는 모공과 털을 되살립니다. 노이즈가 다시 생기면 낮추세요.\n- **strength:** 0 = 원본, 1 = 완전 denoise (기본값 0.75).\n- **noise_report**는 각 이미지에 실제로 노이즈가 얼마나 있었는지 알려 줍니다. 숫자가 낮으면 건드리지 마세요.\n\n### LC Person Mask 🧍(선택)\n\n**선택 사항입니다.** 얼굴만 신경 쓴다면 필요 없습니다. 노드가 알아서 얼굴을 찾습니다. 피부도 50% 정도는 잡아냅니다. 하지만 **모든** 피부를 잡으면서 옷은 확실히 피하고 싶다면 쓰세요.\n**설정**\n- **engine: mediapipe**, **face** + **body**, **remove_features** 켜기. Mediapipe의 body는 몸통과 목 피부를 포함합니다 (segformer는 팔과 다리만).\n- **remove_features**는 SAM 3로 눈, 눈썹, 입술, 치아를 잘라내서, 아래의 노드들이 그 부분을 매끄럽게 하거나 질감을 입히지 않게 합니다.\n\n\n## LC Skin Master ✨\n\n**이게 뭔가요?**\n- 피부 체인 전체를 노드 하나에 담았습니다. 노이즈, 모공, 잡티, 주름, 주근깨, 눈, 피부 톤, 색까지. 각각 한 번씩, 순서대로, 하나의 피부 맵 위에서 처리합니다.\n\n- 💡**skin_mask**를 **LC Sharpen Pro**에 연결하면, skin_protect가 색으로 추측한 부분이 아니라 모든 피부를 감쌉니다.\n- ✋ **첫 실행 때 약 80 MB**(얼굴 검출기)를 `models/facexlib`에 다운로드합니다.\n\n**설정 ⚙️**\n\n**프리셋**: \n- **Natural**: 일상용. \n- **Soft Beauty**: 메이크업한 이미지용.\n- **Editorial Detail**: 클로즈업용 (날카로움 🗡️)\n- **Real Skin Restore**: 플라스틱 같은 피부용\n- **Weathered**: 캐릭터용 (대부분의 경우 제가 제일 좋아하는 것)\n- **Sun-Kissed**: 주근깨용. \n- *슬라이더를 움직이면 Custom으로 바뀝니다.*\n\n**슬라이더:**\n\n- **pores**: 1 = 그대로. **pigmentation**과 함께 쓸 때는 1 이상으로 두세요. 아니면 주근깨가 그려 넣은 것처럼 보입니다.\n- **add_pores**: 모공이 없는 피부용. 이미 디테일이 있는 피부에는 알아서 덜 적용됩니다.\n- **wrinkles**: 0 미만은 부드럽게, 0 초과는 이미 있는 주름을 더 깊게 합니다.\n- **warmth**: 0 미만은 AI 특유의 주황빛 피부를 가라앉힙니다.\n- **eye_detail**: 기본값 0.5, 최대 1.0.\n\n\n---\n**크레딧:**\n\n피부 검출과 리터치는 sca-285의 sd-living-skin(MIT)을 각색했습니다 [여기](https://github.com/sca-285/sd-living-skin)\n\n",
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16823 "srcTitle": "Skins stuffs"
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16826 "titles": {
16827 "en": "Skins stuffs",
16828 "zh": "皮肤相关",
16829 "ja": "スキン関連",
16830 "ko": "피부 관련 도구"
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16841 "## LC Image Denoise\n- Kills decode grit so the skin nodes after it do not amplify noise.\n- **mode: smart** (default) measures the noise in each image, so the same settings work on clean and noisy renders. **legacy** is the old edge-gated blur.\n- **luma:** how hard grain is cleaned. **chroma:** color blotches and rainbow speckle. Raise chroma first, it costs the least detail.\n- **keep_detail:** brings back pores and hair where they stand above the noise. Lower it if grit comes back.\n- **strength:** 0 = original, 1 = fully denoised (0.75 default).\n- **noise_report** tells you how noisy each image actually was. Low number? Leave it alone.\n\n### LC Person Mask 🧍(Optional)\n\n**It's optional.** If all you care about is faces, then you do not need it. The node will find them by itself. It will also grab skin about 50% of the time. However, if you want **all** skin and make sure it misses clothes, then use it.\n**Settings**\n- **engine: mediapipe**, **face** + **body**, **remove_features** on. Mediapipe's body includes torso and neck skin (segformer's is arms and legs only).\n- **remove_features** cuts eyes, brows, lips and teeth out with SAM 3, so the nodes below never smooth or texture them.\n\n\n## LC Skin Master ✨\n\n**What is it?**\n- Your whole skin chain in one node: grit, pores, blemishes, lines, freckles, eyes, skin tone and colour. Each one done once, in order, on one skin map.\n\n- 💡Plug the **skin_mask** into **LC Sharpen Pro**, so skin_protect covers all the skin instead of the part a colour guess finds.\n- ✋ **First run downloads about 80 MB** (face finders) into `models/facexlib`.\n\n**Settings ⚙️**\n\n**Presets**: \n- **Natural** for every day. \n- **Soft Beauty** for images with makeup.\n- **Editorial Detail** for close-ups (sharp 🗡️)\n- **Real Skin Restore** for plastic skin\n- **Weathered** for character (my favorite in most cases)\n- **Sun-Kissed** for freckles. \n- *Moving a slider switches to Custom.*\n\n**Sliders:**\n\n- **pores**: 1 = as it is. Keep it at 1 or more with **pigmentation**, or the freckles look painted on.\n- **add_pores**: for skin that has none. Skin with detail gets less on its own.\n- **wrinkles**: below 0 softens, above 0 deepens the lines already there.\n- **warmth**: below 0 calms orange AI skin.\n- **eye_detail**: 0.5 default, 1.0 is the top.\n\n\n---\n**Credits:**\n\nSkin finding and the retouch adapted from sd-living-skin by sca-285 (MIT) [Here](https://github.com/sca-285/sd-living-skin)\n\n"
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16845 "text": "## LC Image Denoise\n- Kills decode grit so the skin nodes after it do not amplify noise.\n- **mode: smart** (default) measures the noise in each image, so the same settings work on clean and noisy renders. **legacy** is the old edge-gated blur.\n- **luma:** how hard grain is cleaned. **chroma:** color blotches and rainbow speckle. Raise chroma first, it costs the least detail.\n- **keep_detail:** brings back pores and hair where they stand above the noise. Lower it if grit comes back.\n- **strength:** 0 = original, 1 = fully denoised (0.75 default).\n- **noise_report** tells you how noisy each image actually was. Low number? Leave it alone.\n\n### LC Person Mask 🧍(Optional)\n\n**It's optional.** If all you care about is faces, then you do not need it. The node will find them by itself. It will also grab skin about 50% of the time. However, if you want **all** skin and make sure it misses clothes, then use it.\n**Settings**\n- **engine: mediapipe**, **face** + **body**, **remove_features** on. Mediapipe's body includes torso and neck skin (segformer's is arms and legs only).\n- **remove_features** cuts eyes, brows, lips and teeth out with SAM 3, so the nodes below never smooth or texture them.\n\n\n## LC Skin Master ✨\n\n**What is it?**\n- Your whole skin chain in one node: grit, pores, blemishes, lines, freckles, eyes, skin tone and colour. Each one done once, in order, on one skin map.\n\n- 💡Plug the **skin_mask** into **LC Sharpen Pro**, so skin_protect covers all the skin instead of the part a colour guess finds.\n- ✋ **First run downloads about 80 MB** (face finders) into `models/facexlib`.\n\n**Settings ⚙️**\n\n**Presets**: \n- **Natural** for every day. \n- **Soft Beauty** for images with makeup.\n- **Editorial Detail** for close-ups (sharp 🗡️)\n- **Real Skin Restore** for plastic skin\n- **Weathered** for character (my favorite in most cases)\n- **Sun-Kissed** for freckles. \n- *Moving a slider switches to Custom.*\n\n**Sliders:**\n\n- **pores**: 1 = as it is. Keep it at 1 or more with **pigmentation**, or the freckles look painted on.\n- **add_pores**: for skin that has none. Skin with detail gets less on its own.\n- **wrinkles**: below 0 softens, above 0 deepens the lines already there.\n- **warmth**: below 0 calms orange AI skin.\n- **eye_detail**: 0.5 default, 1.0 is the top.\n\n\n---\n**Credits:**\n\nSkin finding and the retouch adapted from sd-living-skin by sca-285 (MIT) [Here](https://github.com/sca-285/sd-living-skin)\n\n"
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19542 "title": "BBOX Notes:",
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19545 "source": "en",
19546 "texts": {
19547 "en": {
19548 "text": "## ⚠️ Important!\n- **block** = \"if empty\" and it will stop here.\n- **keep boxes:** If you have it set to *Held*, it will process the last BBOX\n- 💡If you use this a lot, then fix the 🌱 seed\n\n\n\n**LC Bounding Boxes**\n- Draw a box over what changes, name it, pick a type and describe only what is inside it.\n- **change:** something already there (a coat). **new:** something added (a cat on the ledge). **remove:** gone, the background carries on.\n- ✋ Box what changes plus a little room around it. Too small and it won't fit, too big and more gets redrawn.\n- **✨ boxes** works here too: it boxes what's in the picture as **new**. Switch each box to **change** or **remove** before you run.\n\n**Base Vs. Custom Prompt ✍🏼**\n\n**Note: the inpaint prompt gets typed in the BBOX area. This is just to replace the global prompt.** Most of the time it can be empty and the base prompt turned off.\n\n\nBe careful here...\n- You can prompt what you want the image to change to, but for example the prompt comes from the main one and says \"Tan parka\" and you want to switch it to \"Red jacket\", it will fight. \n- It is sometimes better to just switch it off.\n\n\n\n\n\n**💡 Tips & Tricks**\n- Simple prompts.\n- This works really well, but it still will miss\n- a strong depth mask will sometimes make items added not work, lower the strength or turn off 🥅 Controlnet"
19549 },
19550 "zh": {
19551 "text": "## ⚠️ 重要!\n- **block** = \"if empty\",它就会在这里停下。\n- **keep boxes:** 如果设为 *Held*,它会处理上一次的 BBOX\n- 💡如果你经常用这个,就固定 🌱 seed\n\n\n\n**LC Bounding Boxes**\n- 在要改的地方画框,起名字,选类型,只描述框里的东西。\n- **change:** 已有的东西(一件外套)。**new:** 新加的东西(窗台上的一只猫)。**remove:** 去掉,背景自然延续。\n- ✋ 框住要改的东西,周围留一点空间。框太小放不下,框太大会重绘更多。\n- **✨ boxes** 在这里也能用:它会把图里的东西框成 **new**。运行前把每个框改成 **change** 或 **remove**。\n\n**Base 与 Custom Prompt ✍🏼**\n\n**注意:局部重绘的提示词是在 BBOX 区域里输入的。这里只是用来替换全局提示词。** 大多数时候可以留空,并关闭 base prompt。\n\n\n这里要小心……\n- 你可以写出想让图像变成的样子,但比如主提示词里写的是 \"Tan parka\",而你想换成 \"Red jacket\",它们就会打架。\n- 有时候直接关掉它更好。\n\n\n\n\n\n**💡 技巧与窍门**\n- 提示词保持简单。\n- 这个效果很好,但仍然会有失手的时候\n- 强的 depth 蒙版有时会让新加的东西出不来,调低 strength 或关闭 🥅 Controlnet",
19552 "src": "9a8ff1f2",
19553 "srcTitle": "BBOX Notes:"
19554 },
19555 "ja": {
19556 "text": "## ⚠️ 重要!\n- **block** = \"if empty\" にすると、ここで止まります。\n- **keep boxes:** *Held* にしていると、前回の BBOX を処理します\n- 💡よく使うなら、🌱 seed を固定してください\n\n\n\n**LC Bounding Boxes**\n- 変えたいところにボックスを描き、名前を付け、タイプを選び、中身だけを説明します。\n- **change:** すでにあるもの(コート)。**new:** 足すもの(窓辺の猫)。**remove:** 消す、背景がつながります。\n- ✋ 変える部分と、その周りに少し余裕を入れて囲みます。小さすぎると収まらず、大きすぎると余計に描き直されます。\n- **✨ boxes** はここでも使えます。画像の中のものを **new** として囲むので、実行前にそれぞれ **change** か **remove** に切り替えてください。\n\n**Base と Custom Prompt ✍🏼**\n\n**注意: インペイントのプロンプトは BBOX エリアに入力します。これはグローバルプロンプトを置き換えるためだけのものです。** たいていは空のままで、base prompt はオフで大丈夫です。\n\n\nここは気をつけて...\n- 画像をどう変えたいかをプロンプトに書けますが、たとえばメインのプロンプトに \"Tan parka\" とあって \"Red jacket\" に変えたい場合、ぶつかり合います。\n- いっそオフにしたほうがいいこともあります。\n\n\n\n\n\n**💡 コツ**\n- プロンプトはシンプルに。\n- かなりうまくいきますが、それでも外すことはあります\n- 強い depth マスクのせいで、追加したものが出てこないことがあります。strength を下げるか 🥅 Controlnet をオフにしてください",
19557 "src": "9a8ff1f2",
19558 "srcTitle": "BBOX Notes:"
19559 },
19560 "ko": {
19561 "text": "## ⚠️ 중요!\n- **block** = \"if empty\"로 두면 여기서 멈춥니다.\n- **keep boxes:** *Held*로 설정해 두면 마지막 BBOX를 처리합니다\n- 💡이걸 자주 쓴다면 🌱 seed를 고정하세요\n\n\n\n**LC Bounding Boxes**\n- 바뀔 곳에 박스를 그리고, 이름을 붙이고, 종류를 고르고, 안에 들어갈 것만 설명하세요.\n- **change:** 이미 있는 것(코트). **new:** 새로 넣는 것(창턱 위의 고양이). **remove:** 지우고 배경이 이어짐.\n- ✋ 바뀌는 부분과 주변 여유를 조금 넣어 감싸세요. 너무 작으면 안 들어가고, 너무 크면 더 많이 다시 그려집니다.\n- **✨ boxes**는 여기서도 됩니다. 사진 속 대상을 **new**로 잡으니, 실행 전에 박스마다 **change**나 **remove**로 바꾸세요.\n\n**Base vs. Custom Prompt ✍🏼**\n\n**참고: 인페인트 프롬프트는 BBOX 영역에 입력합니다. 이건 글로벌 프롬프트를 대체하는 용도일 뿐입니다.** 대부분은 비워 두고 base prompt를 꺼도 됩니다.\n\n\n여기서는 조심하세요...\n- 이미지를 어떻게 바꾸고 싶은지 프롬프트로 쓸 수 있지만, 예를 들어 메인 프롬프트에 \"Tan parka\"라고 되어 있는데 \"Red jacket\"으로 바꾸려고 하면 서로 충돌합니다.\n- 그냥 꺼 버리는 게 나을 때도 있습니다.\n\n\n\n\n\n**💡 팁**\n- 프롬프트는 간단하게.\n- 아주 잘 작동하지만, 그래도 빗나갈 때가 있습니다\n- depth 마스크가 강하면 추가한 것이 안 나올 때가 있습니다. strength를 낮추거나 🥅 Controlnet을 끄세요",
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19568 "zh": "BBOX Notes:",
19569 "ja": "BBOX Notes:",
19570 "ko": "BBOX Notes:"
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20453 "text": "**Remember back in the SDXL days when you could weight a tag when the prompt was being stubborn?** \nYeah, me too 🤔\n\n## How to use:\n\n- It remembers the last prompt until a new one comes in. \n- **Use new** will allow you to edit the prompt, or you can just hit *run* again and it uses what is displayed\n- just click on a word and it **Highlights** \n- drag the slider above to set the weight\n- hit **▶️Run** (main queue) to use that prompt 📝"
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20456 "text": "**还记得 SDXL 时代提示词不听话时,可以给 tag 加权重吗?**\n我也记得 🤔\n\n## 使用方法:\n\n- 在新提示词进来之前,它会记住上一个提示词。\n- **Use new** 让你可以编辑提示词,或者直接再点一次 *run*,它就会使用当前显示的内容\n- 点一下某个词,它就会**高亮**\n- 拖动上面的滑块来设置权重\n- 点 **▶️Run**(主队列)来使用这个提示词 📝",
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20460 "ja": {
20461 "text": "**SDXL の頃、プロンプトが言うことを聞かないときにタグに重みを付けられたのを覚えていますか?**\n私もです 🤔\n\n## 使い方:\n\n- 新しいプロンプトが来るまで、前回のプロンプトを覚えています。\n- **Use new** でプロンプトを編集できます。そのまま *run* をもう一度押せば、表示されている内容を使います\n- 単語をクリックするだけで**ハイライト**されます\n- 上のスライダーをドラッグして重みを設定します\n- **▶️Run**(メインキュー)を押すと、そのプロンプトを使います 📝",
20462 "src": "83415533",
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24522 "value": false
24523 },
24524 {
24525 "key": {
24526 "id": "3839",
24527 "type": "LCSkinTexture",
24528 "title": "LC Skin Texture ✨ (BETA)"
24529 },
24530 "kind": "mode",
24531 "value": 4
24532 }
24533 ]
24534 }
24535 ],
24536 "tour": {
24537 "title": "ComfyUI Workflow Tour: Lonecat's Pro MOSS Image V7.0",
24538 "steps": [
24539 {
24540 "title": "Set Image & Aspect Ratio",
24541 "text": "Load your picture and set the size. 🗑️ in, 🗑️ out: use good-quality images.\n\n💡 I2I works: a lower denoise (0.5 - 0.7) keeps the composition. At 1.0 only the size is used.",
24542 "groups": [
24543 {
24544 "title": "Image 1 🖼️ & Asprct Ratio 📐 Prep",
24545 "index": 4
24546 }
24547 ],
24548 "nodes": [
24549 "3481",
24550 "3483",
24551 "3489",
24552 "3508",
24553 "3520",
24554 "3524",
24555 "3523",
24556 "3509",
24557 "3495",
24558 "3519",
24559 "3516",
24560 "4160",
24561 "4202",
24562 "4203",
24563 "4204"
24564 ],
24565 "settings": [
24566 {
24567 "node": "4203",
24568 "widget": "rows",
24569 "why": "Image, aspect ratio, background and I2I switches. ⚠️ A small image with Use 🖼️ Aspect Ratio on processes at that small size."
24570 },
24571 {
24572 "node": "3481",
24573 "widget": "aspect_ratio",
24574 "why": "Your shape when you are not using the picture's own."
24575 },
24576 {
24577 "node": "3481",
24578 "widget": "proportion",
24579 "why": "crop fills the frame, resize keeps the whole picture."
24580 },
24581 {
24582 "node": "3481",
24583 "widget": "max_resolution",
24584 "why": "this sets the maximum resolution for generation. Lower it for VRAM savings"
24585 }
24586 ],
24587 "i18n": {
24588 "zh": {
24589 "title": "设置图片与宽高比",
24590 "text": "载入你的图片并设置尺寸。🗑️ 进,🗑️ 出:用高质量的图片。\n\n💡 I2I 可用:较低的 denoise(0.5 - 0.7)会保留构图。1.0 时只用到尺寸。",
24591 "src": "25d4bd44",
24592 "why": {
24593 "4203|rows": {
24594 "text": "图片、宽高比、去背景和 I2I 的开关。⚠️ 小图在打开 Use 🖼️ Aspect Ratio 时会按那个小尺寸处理。",
24595 "src": "fefad870"
24596 },
24597 "3481|aspect_ratio": {
24598 "text": "不用图片自己的比例时,在这里选你的画幅。",
24599 "src": "1dc3fb00"
24600 },
24601 "3481|proportion": {
24602 "text": "crop 填满画面,resize 保留整张图。",
24603 "src": "7f9afccf"
24604 },
24605 "3481|max_resolution": {
24606 "text": "这里设置生成的最大分辨率。调低可以省 VRAM",
24607 "src": "70a0a6ba"
24608 }
24609 }
24610 },
24611 "ja": {
24612 "title": "画像とアスペクト比の設定",
24613 "text": "画像を読み込んでサイズを設定します。🗑️ を入れれば 🗑️ が出る:質の良い画像を使いましょう。\n\n💡 I2I も使えます:denoise を低め(0.5 - 0.7)にすると構図が残ります。1.0 ではサイズだけが使われます。",
24614 "src": "25d4bd44",
24615 "why": {
24616 "4203|rows": {
24617 "text": "画像、アスペクト比、背景除去、I2I のスイッチ。⚠️ 小さい画像で Use 🖼️ Aspect Ratio がオンだと、その小さいサイズで処理されます。",
24618 "src": "fefad870"
24619 },
24620 "3481|aspect_ratio": {
24621 "text": "画像そのものの比率を使わないときの画角。",
24622 "src": "1dc3fb00"
24623 },
24624 "3481|proportion": {
24625 "text": "crop は画面を埋め、resize は画像全体を残します。",
24626 "src": "7f9afccf"
24627 },
24628 "3481|max_resolution": {
24629 "text": "生成の最大解像度を設定します。VRAM を節約するなら下げてください",
24630 "src": "70a0a6ba"
24631 }
24632 }
24633 },
24634 "ko": {
24635 "title": "이미지와 화면비 설정",
24636 "text": "사진을 불러오고 크기를 정합니다. 🗑️ 넣으면 🗑️ 나옵니다: 좋은 품질의 이미지를 쓰세요.\n\n💡 I2I도 됩니다: denoise를 낮게(0.5 - 0.7) 하면 구도가 유지됩니다. 1.0에서는 크기만 쓰입니다.",
24637 "src": "25d4bd44",
24638 "why": {
24639 "4203|rows": {
24640 "text": "이미지, 화면비, 배경 제거, I2I 스위치. ⚠️ 작은 이미지에 Use 🖼️ Aspect Ratio가 켜져 있으면 그 작은 크기로 처리됩니다.",
24641 "src": "fefad870"
24642 },
24643 "3481|aspect_ratio": {
24644 "text": "사진 자체의 비율을 쓰지 않을 때의 화면 형태.",
24645 "src": "1dc3fb00"
24646 },
24647 "3481|proportion": {
24648 "text": "crop은 화면을 채우고, resize는 사진 전체를 유지합니다.",
24649 "src": "7f9afccf"
24650 },
24651 "3481|max_resolution": {
24652 "text": "생성 최대 해상도입니다. VRAM을 아끼려면 낮추세요.",
24653 "src": "70a0a6ba"
24654 }
24655 }
24656 }
24657 }
24658 },
24659 {
24660 "title": "Prepare Prompt",
24661 "text": "Clean the prompt of unwanted tags and let LC Vision caption your picture or enhance your words.",
24662 "groups": [
24663 {
24664 "title": "# 📝 Img Prompt !",
24665 "index": 3
24666 }
24667 ],
24668 "nodes": [
24669 "3615",
24670 "3500",
24671 "3501",
24672 "3499",
24673 "3502",
24674 "3617",
24675 "3618"
24676 ],
24677 "settings": [
24678 {
24679 "node": "3618",
24680 "widget": "style_tag",
24681 "why": "Choose from Realistic, Anima, Noir, etc. Even an NSFW setting."
24682 }
24683 ],
24684 "i18n": {
24685 "zh": {
24686 "title": "准备提示词",
24687 "text": "清理提示词里不想要的标签,让 LC Vision 给你的图片写 caption,或润色你的文字。",
24688 "src": "44b6f98e",
24689 "why": {
24690 "3618|style_tag": {
24691 "text": "可选 Realistic、Anima、Noir 等,包括 NSFW 设置。",
24692 "src": "2622df75"
24693 }
24694 }
24695 },
24696 "ja": {
24697 "title": "Prepare Prompt",
24698 "text": "プロンプトから不要なタグを取り除き、LC Vision に画像のキャプションを付けさせるか、あなたの文章を強化させます。",
24699 "src": "44b6f98e",
24700 "why": {
24701 "3618|style_tag": {
24702 "text": "Realistic、Anima、Noir などから選べます。NSFW 設定でも。",
24703 "src": "2622df75"
24704 }
24705 }
24706 },
24707 "ko": {
24708 "title": "Prepare Prompt",
24709 "text": "프롬프트에서 원치 않는 태그를 정리하고, LC Vision이 이미지를 캡션하거나 당신의 글을 다듬게 하세요.",
24710 "src": "44b6f98e",
24711 "why": {
24712 "3618|style_tag": {
24713 "text": "Realistic, Anima, Noir 등에서 고르세요. NSFW 설정까지도요.",
24714 "src": "2622df75"
24715 }
24716 }
24717 }
24718 }
24719 },
24720 {
24721 "title": "🥅 Controlnet",
24722 "text": "Off by default: turn it on in the Bypasser #. The picture then follows the depth of Image 1 (same pose and framing) while the prompt sets everything else.",
24723 "groups": [
24724 {
24725 "title": "# 🥅 Controlnet",
24726 "index": 23
24727 }
24728 ],
24729 "nodes": [
24730 "4094",
24731 "4095",
24732 "4096",
24733 "4097",
24734 "4098",
24735 "4099",
24736 "4100",
24737 "4103",
24738 "4104",
24739 "4105"
24740 ],
24741 "settings": [
24742 {
24743 "node": "4098",
24744 "widget": "depth_end",
24745 "why": "1.0 for a real photo. It copies the outline too (hats, props): pick a source whose silhouette fits, or a mannequin render."
24746 },
24747 {
24748 "node": "4098",
24749 "widget": "strength",
24750 "why": "Leave it at 1."
24751 }
24752 ],
24753 "i18n": {
24754 "zh": {
24755 "title": "🥅 Controlnet",
24756 "text": "默认关闭:在 Bypasser # 里打开。之后画面会跟随 Image 1 的 depth(姿势和取景一致),其余一切由提示词决定。",
24757 "src": "2e955ff4",
24758 "why": {
24759 "4098|depth_end": {
24760 "text": "真实照片用 1.0。它连轮廓也会复制(帽子、道具):选一张轮廓合适的源图,或者用人台渲染图。",
24761 "src": "b158dadd"
24762 },
24763 "4098|strength": {
24764 "text": "保持 1。",
24765 "src": "9acf8281"
24766 }
24767 }
24768 },
24769 "ja": {
24770 "title": "🥅 Controlnet",
24771 "text": "デフォルトはオフ。Bypasser # でオンにします。すると画像は Image 1 の深度に従い(同じポーズとフレーミング)、それ以外はプロンプトが決めます。",
24772 "src": "2e955ff4",
24773 "why": {
24774 "4098|depth_end": {
24775 "text": "実写なら 1.0。輪郭(帽子や小物)までコピーされるので、シルエットが合うソースか、マネキンのレンダーを選んでください。",
24776 "src": "b158dadd"
24777 },
24778 "4098|strength": {
24779 "text": "1 のままにします。",
24780 "src": "9acf8281"
24781 }
24782 }
24783 },
24784 "ko": {
24785 "title": "🥅 Controlnet",
24786 "text": "기본값은 꺼짐이고, Bypasser #에서 켜세요. 그러면 이미지가 Image 1의 depth를 따르고(같은 포즈, 같은 프레이밍) 나머지는 프롬프트가 정합니다.",
24787 "src": "2e955ff4",
24788 "why": {
24789 "4098|depth_end": {
24790 "text": "실제 사진이면 1.0. 윤곽도 같이 복사해요(모자, 소품). 실루엣이 맞는 소스를 고르거나 마네킹 렌더를 쓰세요.",
24791 "src": "b158dadd"
24792 },
24793 "4098|strength": {
24794 "text": "1로 두세요.",
24795 "src": "9acf8281"
24796 }
24797 }
24798 }
24799 }
24800 },
24801 {
24802 "title": "BBOX Regional 📝",
24803 "text": "Draw boxes and describe only what is inside each one. People and animals get the character type so they stay separate characters.\n\n✋ Keep the scene prompt to the scene. Anything in a box stays out of the prompt, or MOSS locks it in.\n\n💡 Write an idea under the canvas and hit ✨ boxes, or let it find the subjects in the picture. Then edit what it wrote.",
24804 "groups": [
24805 {
24806 "title": "# BBOX Regional 📝",
24807 "index": 24
24808 }
24809 ],
24810 "nodes": [
24811 "4111",
24812 "4115",
24813 "4116",
24814 "4117",
24815 "4118",
24816 "4121",
24817 "4129",
24818 "4130",
24819 "4140",
24820 "4144"
24821 ],
24822 "settings": [
24823 {
24824 "node": "4140",
24825 "widget": "size",
24826 "why": "use image size: the picture sets the canvas shape. It is only there to draw over, never rendered. custom: type your own width / height."
24827 },
24828 {
24829 "node": "4140",
24830 "widget": "block",
24831 "why": "if_empty stops the run until boxes are drawn."
24832 },
24833 {
24834 "node": "4111",
24835 "widget": "canvas",
24836 "why": "single for one picture, multi_panel for comic panels or a split screen, collage for a moodboard or sticker sheet."
24837 }
24838 ],
24839 "i18n": {
24840 "zh": {
24841 "title": "BBOX 区域 📝",
24842 "text": "画框,并且只描述每个框里的东西。人和动物用 character 类型,这样他们会保持为各自独立的角色。\n\n✋ 场景提示词只写场景。框里的东西不要写进提示词,不然 MOSS 会把它锁死。\n\n💡 在画布下方写个想法再点 ✨ boxes,或者让它找出图里的主体。然后修改它写的内容。",
24843 "src": "7e7a30b6",
24844 "why": {
24845 "4140|size": {
24846 "text": "use image size:由图片决定画布形状。它只是用来在上面画框的,从不会被渲染。custom:自己输入宽 / 高。",
24847 "src": "1be41787"
24848 },
24849 "4140|block": {
24850 "text": "if_empty 会在画好框之前停止运行。",
24851 "src": "e0f1421a"
24852 },
24853 "4111|canvas": {
24854 "text": "single 是一张图,multi_panel 是漫画分格或分屏,collage 是情绪板或贴纸页。",
24855 "src": "8c80a8fc"
24856 }
24857 }
24858 },
24859 "ja": {
24860 "title": "BBOX リージョナル 📝",
24861 "text": "ボックスを描き、それぞれの中にあるものだけを説明します。人や動物は character タイプにすると、別々のキャラクターのままになります。\n\n✋ シーンのプロンプトはシーンだけに。ボックスに入れたものはプロンプトに書かないでください。書くと MOSS がそれを固定してしまいます。\n\n💡 キャンバスの下にアイデアを書いて ✨ boxes を押すか、画像の中の被写体を見つけさせます。そのあと書かれた内容を直します。",
24862 "src": "7e7a30b6",
24863 "why": {
24864 "4140|size": {
24865 "text": "use image size:画像がキャンバスの形を決めます。上に描くためだけのもので、レンダリングはされません。custom:幅 / 高さを自分で入力。",
24866 "src": "1be41787"
24867 },
24868 "4140|block": {
24869 "text": "if_empty はボックスが描かれるまで実行を止めます。",
24870 "src": "e0f1421a"
24871 },
24872 "4111|canvas": {
24873 "text": "single は 1 枚の絵、multi_panel はコマ割りや分割画面、collage はムードボードやステッカーシート。",
24874 "src": "8c80a8fc"
24875 }
24876 }
24877 },
24878 "ko": {
24879 "title": "BBOX 영역 📝",
24880 "text": "박스를 그리고 각 박스 안에 있는 것만 설명하세요. 사람과 동물은 character 타입으로 해야 각각 다른 캐릭터로 유지됩니다.\n\n✋ 장면 프롬프트에는 장면만 쓰세요. 박스에 있는 것은 프롬프트에서 빼야 합니다. 안 그러면 MOSS가 그걸 고정해 버립니다.\n\n💡 캔버스 아래에 아이디어를 쓰고 ✨ boxes를 누르거나, 사진 속 피사체를 찾게 하세요. 그다음 쓴 내용을 고치면 됩니다.",
24881 "src": "7e7a30b6",
24882 "why": {
24883 "4140|size": {
24884 "text": "use image size: 사진이 캔버스 모양을 정합니다. 위에 그리기 위한 것일 뿐 렌더링되지 않습니다. custom: 너비 / 높이를 직접 입력.",
24885 "src": "1be41787"
24886 },
24887 "4140|block": {
24888 "text": "if_empty는 박스를 그릴 때까지 실행을 멈춥니다.",
24889 "src": "e0f1421a"
24890 },
24891 "4111|canvas": {
24892 "text": "single은 한 장의 그림, multi_panel은 만화 칸이나 분할 화면, collage는 무드보드나 스티커 시트.",
24893 "src": "8c80a8fc"
24894 }
24895 }
24896 }
24897 }
24898 },
24899 {
24900 "title": "User Settings/ Prompts/ LoRA",
24901 "text": "Pick MOSS Image (SFT) in the LC Model Optimizer (goal Optimal). Sampler Configure: 25 steps, step_swap 15, cfg 2.5, er_sde / simple. MOSS uses a real negative: the recommended one is filled in.",
24902 "groups": [
24903 {
24904 "title": "⚙️ User Settings",
24905 "index": 26
24906 }
24907 ],
24908 "nodes": [
24909 "1292",
24910 "3014",
24911 "2986",
24912 "1275",
24913 "3010",
24914 "3016",
24915 "3053",
24916 "3392",
24917 "3094",
24918 "3480",
24919 "3537",
24920 "3490",
24921 "2910",
24922 "2917",
24923 "3132",
24924 "3054",
24925 "3616",
24926 "3608",
24927 "2909",
24928 "3015",
24929 "3761",
24930 "3391",
24931 "3760",
24932 "3785",
24933 "3857",
24934 "4062",
24935 "4083",
24936 "4087",
24937 "4120",
24938 "4138",
24939 "4142",
24940 "4143",
24941 "4158",
24942 "4159",
24943 "4161",
24944 "4162",
24945 "4163",
24946 "4164",
24947 "4165",
24948 "4166",
24949 "4168",
24950 "4205"
24951 ],
24952 "settings": [
24953 {
24954 "node": "3857",
24955 "widget": "base_model",
24956 "why": "MOSS Image (SFT). Needs a ComfyUI with native MOSS-Image."
24957 },
24958 {
24959 "node": "3014",
24960 "widget": "total_steps",
24961 "why": "25 is ComfyUI's template. 50 is OpenMOSS's own: more finish, twice the time. 8 only with the ⚡ Turbo LoRA."
24962 },
24963 {
24964 "node": "3014",
24965 "widget": "step_swap",
24966 "why": "this is the step that the second sampler kicks in . It should typically be around 75% of the total generation"
24967 },
24968 {
24969 "node": "3014",
24970 "widget": "denoise",
24971 "why": "1.0 for a new picture. 0.5 - 0.7 for image to image."
24972 },
24973 {
24974 "node": "4164",
24975 "widget": "value",
24976 "why": "Off: T2I / I2I. On: Image Edit (the Edit LoRA's check box needs to be on too)."
24977 },
24978 {
24979 "node": "3054",
24980 "widget": "Enable 1",
24981 "why": "These switches are here for your convenience."
24982 },
24983 {
24984 "node": "2909",
24985 "widget": "positive",
24986 "why": "Type your prompt here"
24987 }
24988 ],
24989 "i18n": {
24990 "zh": {
24991 "title": "用户设置 / 提示词 / LoRA",
24992 "text": "在 LC Model Optimizer 里选 MOSS Image (SFT)(goal 选 Optimal)。Sampler Configure:25 steps,step_swap 15,cfg 2.5,er_sde / simple。MOSS 使用真正的 negative:已经填好推荐的了。",
24993 "src": "9fabe1bd",
24994 "why": {
24995 "3857|base_model": {
24996 "text": "MOSS Image (SFT)。需要原生支持 MOSS-Image 的 ComfyUI。",
24997 "src": "3b9f6561"
24998 },
24999 "3014|total_steps": {
25000 "text": "25 是 ComfyUI 的模板。50 是 OpenMOSS 自己的:更精细,时间翻倍。8 只配 ⚡ Turbo LoRA。",
25001 "src": "880e2f91"
25002 },
25003 "3014|step_swap": {
25004 "text": "第二个采样器接手的那一步。通常在总生成步数的 75% 左右",
25005 "src": "a1952f0"
25006 },
25007 "3014|denoise": {
25008 "text": "新图用 1.0。图生图用 0.5 - 0.7。",
25009 "src": "a5622e65"
25010 },
25011 "4164|value": {
25012 "text": "关:T2I / I2I。开:Image Edit(Edit LoRA 的勾选框也要打开)。",
25013 "src": "1ddfaa95"
25014 },
25015 "3054|Enable 1": {
25016 "text": "这些开关是为了方便你而放的。",
25017 "src": "3db7e55"
25018 },
25019 "2909|positive": {
25020 "text": "在这里输入提示词",
25021 "src": "8c19d140"
25022 }
25023 }
25024 },
25025 "ja": {
25026 "title": "User Settings/ Prompts/ LoRA",
25027 "text": "LC Model Optimizer で MOSS Image (SFT) を選びます (goal は Optimal)。Sampler Configure: 25 steps、step_swap 15、cfg 2.5、er_sde / simple。MOSS は本物のネガティブを使います。推奨のものが入力済みです。",
25028 "src": "9fabe1bd",
25029 "why": {
25030 "3857|base_model": {
25031 "text": "MOSS Image (SFT)。ネイティブ MOSS-Image 対応の ComfyUI が必要です。",
25032 "src": "3b9f6561"
25033 },
25034 "3014|total_steps": {
25035 "text": "25 は ComfyUI のテンプレート。50 は OpenMOSS 自身の設定で、仕上がりが増え時間は倍。8 は ⚡ Turbo LoRA のときだけ。",
25036 "src": "880e2f91"
25037 },
25038 "3014|step_swap": {
25039 "text": "2番目のサンプラーが引き継ぐステップです。通常は全体の75%くらいにします。",
25040 "src": "a1952f0"
25041 },
25042 "3014|denoise": {
25043 "text": "新規画像なら 1.0。image to image なら 0.5 - 0.7。",
25044 "src": "a5622e65"
25045 },
25046 "4164|value": {
25047 "text": "オフ:T2I / I2I。オン:Image Edit(Edit LoRA のチェックボックスもオンにする必要があります)。",
25048 "src": "1ddfaa95"
25049 },
25050 "3054|Enable 1": {
25051 "text": "このスイッチは、あなたの便宜のためにここにあります。",
25052 "src": "3db7e55"
25053 },
25054 "2909|positive": {
25055 "text": "ここにプロンプトを入力",
25056 "src": "8c19d140"
25057 }
25058 }
25059 },
25060 "ko": {
25061 "title": "User Settings/ Prompts/ LoRA",
25062 "text": "LC Model Optimizer에서 MOSS Image (SFT)를 고르세요(goal Optimal). Sampler Configure: 25 steps, step_swap 15, cfg 2.5, er_sde / simple. MOSS는 진짜 negative를 씁니다. 추천 negative가 이미 채워져 있습니다.",
25063 "src": "9fabe1bd",
25064 "why": {
25065 "3857|base_model": {
25066 "text": "MOSS Image (SFT). 네이티브 MOSS-Image를 지원하는 ComfyUI가 필요합니다.",
25067 "src": "3b9f6561"
25068 },
25069 "3014|total_steps": {
25070 "text": "25는 ComfyUI의 템플릿. 50은 OpenMOSS 자체 값으로 더 다듬어지지만 시간이 두 배. 8은 ⚡ Turbo LoRA일 때만.",
25071 "src": "880e2f91"
25072 },
25073 "3014|step_swap": {
25074 "text": "두 번째 샘플러가 넘겨받는 step입니다. 보통 전체 생성의 75% 정도가 좋습니다.",
25075 "src": "a1952f0"
25076 },
25077 "3014|denoise": {
25078 "text": "새 이미지는 1.0. image to image는 0.5 - 0.7.",
25079 "src": "a5622e65"
25080 },
25081 "4164|value": {
25082 "text": "끄면 T2I / I2I. 켜면 Image Edit (Edit LoRA의 체크박스도 켜야 합니다).",
25083 "src": "1ddfaa95"
25084 },
25085 "3054|Enable 1": {
25086 "text": "이 스위치들은 편의를 위해 있습니다.",
25087 "src": "3db7e55"
25088 },
25089 "2909|positive": {
25090 "text": "여기에 프롬프트를 입력하세요",
25091 "src": "8c19d140"
25092 }
25093 }
25094 }
25095 }
25096 },
25097 {
25098 "title": "LC Weighted Prompt ⚖️",
25099 "text": "Remember weighting a word back in the SDXL days when the prompt got stubborn? Yeah, me too 🤔\n\nClick a word to highlight it (shift-click a second one for a phrase), drag the slider to set its weight, then hit ▶️ Run.",
25100 "nodes": [
25101 "4205"
25102 ],
25103 "settings": [
25104 {
25105 "node": "4205",
25106 "widget": "block",
25107 "why": "on change: your edits hold until a new prompt comes in. always: a new prompt stops the run here so you can weight it first, then Run carries on with the same seeds."
25108 },
25109 {
25110 "node": "4205",
25111 "widget": "strength",
25112 "why": "Scales every weight at once. Lower it if a weighted word starts to break the picture up."
25113 }
25114 ],
25115 "i18n": {
25116 "zh": {
25117 "title": "LC Weighted Prompt ⚖️",
25118 "text": "还记得 SDXL 时代提示词不听话时给词加权重吗?我也记得 🤔\n\n点一个词把它高亮(按住 Shift 再点第二个词可选短语),拖动滑块设置权重,然后点 ▶️ Run。",
25119 "src": "3bd1e106",
25120 "why": {
25121 "4205|block": {
25122 "text": "on change:在新提示词进来之前,你的修改都会保留。always:新提示词进来时会在这里停下,让你先加权重,然后 Run 用同样的 seed 继续。",
25123 "src": "73ee3f34"
25124 },
25125 "4205|strength": {
25126 "text": "一次缩放所有权重。如果加了权重的词开始把画面弄乱,就调低它。",
25127 "src": "e3d958d9"
25128 }
25129 }
25130 },
25131 "ja": {
25132 "title": "LC Weighted Prompt ⚖️",
25133 "text": "SDXL の頃、プロンプトが言うことを聞かないときに単語に重みを付けていたのを覚えていますか?私もです 🤔\n\n単語をクリックしてハイライトし(Shift を押しながら 2 つ目をクリックするとフレーズ)、スライダーで重みを設定して ▶️ Run を押します。",
25134 "src": "3bd1e106",
25135 "why": {
25136 "4205|block": {
25137 "text": "on change:新しいプロンプトが来るまで編集内容を保持します。always:新しいプロンプトが来るとここで止まるので先に重みを付け、Run で同じ seed のまま続けます。",
25138 "src": "73ee3f34"
25139 },
25140 "4205|strength": {
25141 "text": "すべての重みをまとめて調整します。重みを付けた単語で絵が崩れ始めたら下げてください。",
25142 "src": "e3d958d9"
25143 }
25144 }
25145 },
25146 "ko": {
25147 "title": "LC Weighted Prompt ⚖️",
25148 "text": "SDXL 시절 프롬프트가 말을 안 들을 때 단어에 가중치를 주던 거 기억나세요? 저도요 🤔\n\n단어를 클릭해 하이라이트하고 (Shift를 누르고 두 번째 단어를 클릭하면 구절), 슬라이더로 가중치를 정한 뒤 ▶️ Run을 누르세요.",
25149 "src": "3bd1e106",
25150 "why": {
25151 "4205|block": {
25152 "text": "on change: 새 프롬프트가 들어올 때까지 수정한 내용이 유지됩니다. always: 새 프롬프트가 오면 여기서 멈추니 먼저 가중치를 주고, Run을 누르면 같은 seed로 이어집니다.",
25153 "src": "73ee3f34"
25154 },
25155 "4205|strength": {
25156 "text": "모든 가중치를 한 번에 조절합니다. 가중치를 준 단어가 그림을 망가뜨리기 시작하면 낮추세요.",
25157 "src": "e3d958d9"
25158 }
25159 }
25160 }
25161 }
25162 },
25163 {
25164 "title": "Turbo LoRA ⚡",
25165 "text": "The 8-step DMD LoRA on its own spot. Switch it on, then set steps 8, cfg 1 (both), sampler euler, and bypass Skip Layer 22 in the Noodle Soup. About 4 s a picture. Small text gets weaker.",
25166 "groups": [],
25167 "nodes": [
25168 "4083"
25169 ],
25170 "settings": [
25171 {
25172 "node": "4083",
25173 "widget": "lora_rows",
25174 "why": "On / off and the turbo LoRA. Model only."
25175 }
25176 ],
25177 "i18n": {
25178 "zh": {
25179 "title": "Turbo LoRA ⚡",
25180 "text": "8 步 DMD LoRA 有自己单独的位置。打开它,然后设置 steps 8、cfg 1(两处都要),sampler euler,并在 Noodle Soup 里 bypass Skip Layer 22。一张图大约 4 秒。小字会变弱。",
25181 "src": "2bd91389",
25182 "why": {
25183 "4083|lora_rows": {
25184 "text": "开 / 关以及 turbo LoRA。仅模型。",
25185 "src": "a600d86d"
25186 }
25187 }
25188 },
25189 "ja": {
25190 "title": "Turbo LoRA ⚡",
25191 "text": "8ステップの DMD LoRA を専用スポットに。オンにして、steps 8、cfg 1(両方)、sampler euler にし、Noodle Soup の Skip Layer 22 をバイパスします。1枚あたり約4秒。小さい文字は弱くなります。",
25192 "src": "2bd91389",
25193 "why": {
25194 "4083|lora_rows": {
25195 "text": "オン/オフと turbo LoRA。モデルのみ。",
25196 "src": "a600d86d"
25197 }
25198 }
25199 },
25200 "ko": {
25201 "title": "Turbo LoRA ⚡",
25202 "text": "8-step DMD LoRA 전용 자리입니다. 켠 다음 steps 8, cfg 1(둘 다), sampler euler로 설정하고 Noodle Soup의 Skip Layer 22는 bypass하세요. 이미지 한 장에 약 4초. 작은 글자는 약해집니다.",
25203 "src": "2bd91389",
25204 "why": {
25205 "4083|lora_rows": {
25206 "text": "On / off와 turbo LoRA. Model만.",
25207 "src": "a600d86d"
25208 }
25209 }
25210 }
25211 }
25212 },
25213 {
25214 "title": "LC LoRA Loader 🎚️",
25215 "text": "Place your LoRas here. \n\n1. The strength controls the clip and model \n2. Organize them (move up and down) with the dots on the left side \n3. Need to know the trigger words? Just click on the ℹ️ and it shows you what is available. Click on any trigger word to copy it, then paste it in the prompt box.",
25216 "groups": [],
25217 "nodes": [
25218 "3760"
25219 ],
25220 "settings": [],
25221 "i18n": {
25222 "zh": {
25223 "title": "LC LoRA Loader 🎚️",
25224 "text": "LoRA 放这里。 \n\n1. strength 同时控制 clip 和 model \n2. 用左边的圆点上下拖动来排序 \n3. 想知道触发词?点 ℹ️ 就能看到可用的触发词。点任意触发词即可复制,再粘贴到提示词框里。",
25225 "src": "29aa7332",
25226 "why": []
25227 },
25228 "ja": {
25229 "title": "LC LoRA Loader 🎚️",
25230 "text": "LoRA はここに置きます。 \n\n1. strength は clip と model の両方に効きます \n2. 左側のドットで並べ替え(上下移動)できます \n3. トリガーワードが知りたい? ℹ️ をクリックすると使えるものが出ます。トリガーワードをクリックするとコピーされるので、プロンプト欄に貼り付けてください。",
25231 "src": "29aa7332",
25232 "why": []
25233 },
25234 "ko": {
25235 "title": "LC LoRA Loader 🎚️",
25236 "text": "LoRA는 여기에 넣으세요. \n\n1. strength는 clip과 model 둘 다 조절합니다 \n2. 왼쪽의 점으로 위아래로 옮겨 정리하세요 \n3. 트리거 워드가 필요하면 ℹ️를 누르세요. 쓸 수 있는 목록이 나옵니다. 트리거 워드를 클릭하면 복사되니 프롬프트 박스에 붙여 넣으면 돼요.",
25237 "src": "29aa7332",
25238 "why": []
25239 }
25240 }
25241 },
25242 {
25243 "title": "🧠 Brains",
25244 "text": "Where all the fun happens. Two passes on one model: the high pass builds it, the low pass finishes it (Detail Daemon). Skip Layer 22 sits in front of both.",
25245 "groups": [
25246 {
25247 "title": "🧠 Brains",
25248 "index": 12
25249 }
25250 ],
25251 "nodes": [
25252 "2257",
25253 "3085",
25254 "2258",
25255 "3131",
25256 "3087",
25257 "2686",
25258 "2685",
25259 "3109",
25260 "3070",
25261 "2279",
25262 "3011",
25263 "2612",
25264 "3086",
25265 "2281",
25266 "3838",
25267 "3858",
25268 "3859",
25269 "3860",
25270 "3861",
25271 "3907",
25272 "3927",
25273 "4084",
25274 "4101",
25275 "4102",
25276 "4169"
25277 ],
25278 "settings": [
25279 {
25280 "node": "2612",
25281 "widget": "sampler_name",
25282 "why": "Uses Res4Lyf samplers. Note: this only applies to generation, not detailing"
25283 },
25284 {
25285 "node": "3927",
25286 "widget": "sigma_curve_presets",
25287 "why": "most frequently used settings are Base, Beta, and Gaussian"
25288 },
25289 {
25290 "node": "3907",
25291 "widget": "amount",
25292 "why": ".25- .50 for detail. You really do not need to mess with the other settings"
25293 },
25294 {
25295 "node": "3109",
25296 "widget": "enable",
25297 "why": "This stops the generation here. Very useful for low VRAM or making tweaks before using the rest of the workflow"
25298 }
25299 ],
25300 "i18n": {
25301 "zh": {
25302 "title": "🧠 大脑",
25303 "text": "最好玩的地方。一个模型跑两遍:high pass 搭起画面,low pass 收尾(Detail Daemon)。Skip Layer 22 放在两者前面。",
25304 "src": "d1cd7cc2",
25305 "why": {
25306 "2612|sampler_name": {
25307 "text": "使用 Res4Lyf sampler。注意:只对生成有效,对 detailing 无效",
25308 "src": "713dd266"
25309 },
25310 "3927|sigma_curve_presets": {
25311 "text": "最常用的设置是 Base、Beta 和 Gaussian",
25312 "src": "1228fa3e"
25313 },
25314 "3907|amount": {
25315 "text": "要细节就用 .25- .50。其他设置真的不用去动",
25316 "src": "3f206f75"
25317 },
25318 "3109|enable": {
25319 "text": "到这里就停止生成。对低 VRAM 或者想在用后面部分之前先做调整非常有用",
25320 "src": "4ac32aa8"
25321 }
25322 }
25323 },
25324 "ja": {
25325 "title": "🧠 ブレイン",
25326 "text": "いちばん楽しいところ。1 つのモデルで 2 回:high pass が絵を組み立て、low pass が仕上げます(Detail Daemon)。Skip Layer 22 は両方の前にあります。",
25327 "src": "d1cd7cc2",
25328 "why": {
25329 "2612|sampler_name": {
25330 "text": "Res4Lyf の sampler を使います。注意: 適用されるのは生成だけで、ディテールには効きません",
25331 "src": "713dd266"
25332 },
25333 "3927|sigma_curve_presets": {
25334 "text": "よく使う設定は Base、Beta、Gaussian",
25335 "src": "1228fa3e"
25336 },
25337 "3907|amount": {
25338 "text": "ディテールなら .25 から .50。他の設定は本当にいじらなくて大丈夫です。",
25339 "src": "3f206f75"
25340 },
25341 "3109|enable": {
25342 "text": "ここで生成を止めます。低VRAMのときや、残りを使う前に調整したいときにとても便利です。",
25343 "src": "4ac32aa8"
25344 }
25345 }
25346 },
25347 "ko": {
25348 "title": "🧠 브레인",
25349 "text": "가장 재미있는 곳. 한 모델로 두 번 돌립니다: high pass가 그림을 만들고 low pass가 마무리합니다 (Detail Daemon). Skip Layer 22는 둘 다의 앞에 있습니다.",
25350 "src": "d1cd7cc2",
25351 "why": {
25352 "2612|sampler_name": {
25353 "text": "Res4Lyf sampler를 씁니다. 참고: 생성에만 적용되고, 디테일링에는 적용되지 않습니다.",
25354 "src": "713dd266"
25355 },
25356 "3927|sigma_curve_presets": {
25357 "text": "가장 자주 쓰는 설정은 Base, Beta, Gaussian입니다.",
25358 "src": "1228fa3e"
25359 },
25360 "3907|amount": {
25361 "text": "디테일은 .25~.50. 다른 설정은 정말 만질 필요 없어요.",
25362 "src": "3f206f75"
25363 },
25364 "3109|enable": {
25365 "text": "여기서 생성을 멈춥니다. VRAM이 적거나, 나머지 워크플로우를 쓰기 전에 손볼 때 아주 유용해요.",
25366 "src": "4ac32aa8"
25367 }
25368 }
25369 }
25370 }
25371 },
25372 {
25373 "title": "Inpaint 🖌️",
25374 "text": "MOSS Box Edit: draw a box over what changes, name it, pick a type and describe only what is inside it. change = something already there, new = something added, remove = gone.\n\n💡 If you use this a lot, fix the 🌱 seed.\n\n✨ boxes works here too. Switch its boxes from new to change or remove.",
25375 "groups": [
25376 {
25377 "title": "Inpaint",
25378 "index": 28
25379 }
25380 ],
25381 "nodes": [
25382 "4171",
25383 "4172",
25384 "4173",
25385 "4174",
25386 "4176",
25387 "4177",
25388 "4179",
25389 "4180",
25390 "4181",
25391 "4182",
25392 "4183",
25393 "4184",
25394 "4185",
25395 "4187",
25396 "4192",
25397 "4193",
25398 "4196",
25399 "4197",
25400 "4198",
25401 "4201"
25402 ],
25403 "settings": [
25404 {
25405 "node": "4196",
25406 "widget": "rows",
25407 "why": "Use BBOX Inpaint turns it on. A strong depth map can stop added items from showing: lower 🥅 Strength or turn the Controlnet off."
25408 },
25409 {
25410 "node": "4173",
25411 "widget": "block",
25412 "why": "if empty, it stops here until you draw a box."
25413 },
25414 {
25415 "node": "4173",
25416 "widget": "keep_boxes",
25417 "why": "Held processes the last boxes again."
25418 },
25419 {
25420 "node": "4171",
25421 "widget": "positive",
25422 "why": "Only replaces the global prompt. Most of the time leave it empty and the base prompt off: a main prompt that says tan parka fights a box that says red jacket."
25423 }
25424 ],
25425 "i18n": {
25426 "zh": {
25427 "title": "局部重绘 🖌️",
25428 "text": "MOSS Box Edit:在要改的地方画个框,命名,选类型,只描述框里的东西。change = 已有的东西,new = 新加的东西,remove = 去掉。\n\n💡 如果你经常用,就把 🌱 seed 固定。\n\n✨ boxes 在这里也能用。把它的框从 new 改成 change 或 remove。",
25429 "src": "a678b125",
25430 "why": {
25431 "4196|rows": {
25432 "text": "Use BBOX Inpaint 打开它。深度图太强会让新加的东西出不来:调低 🥅 Strength 或关掉 Controlnet。",
25433 "src": "706bbd47"
25434 },
25435 "4173|block": {
25436 "text": "if empty 时会停在这里,直到你画框。",
25437 "src": "f6a28ac6"
25438 },
25439 "4173|keep_boxes": {
25440 "text": "Held 会再次处理上一次的框。",
25441 "src": "5e901f95"
25442 },
25443 "4171|positive": {
25444 "text": "只是替换全局提示词。大多数时候留空并关掉基础提示词:主提示词写着 tan parka,框里写 red jacket,它们会打架。",
25445 "src": "d68e97ad"
25446 }
25447 }
25448 },
25449 "ja": {
25450 "title": "インペイント 🖌️",
25451 "text": "MOSS Box Edit:変える部分にボックスを描き、名前を付け、タイプを選び、中にあるものだけを説明します。change = すでにあるもの、new = 追加するもの、remove = 消すもの。\n\n💡 よく使うなら 🌱 seed を固定しましょう。\n\n✨ boxes はここでも使えます。ボックスを new から change か remove に切り替えてください。",
25452 "src": "a678b125",
25453 "why": {
25454 "4196|rows": {
25455 "text": "Use BBOX Inpaint でオンになります。深度マップが強いと追加したものが出ないことがあります:🥅 Strength を下げるか Controlnet をオフに。",
25456 "src": "706bbd47"
25457 },
25458 "4173|block": {
25459 "text": "if empty なら、ボックスを描くまでここで止まります。",
25460 "src": "f6a28ac6"
25461 },
25462 "4173|keep_boxes": {
25463 "text": "Held は前回のボックスをもう一度処理します。",
25464 "src": "5e901f95"
25465 },
25466 "4171|positive": {
25467 "text": "グローバルプロンプトを置き換えるだけです。たいていは空のままでベースプロンプトをオフに:メインに tan parka、ボックスに red jacket と書くとぶつかります。",
25468 "src": "d68e97ad"
25469 }
25470 }
25471 },
25472 "ko": {
25473 "title": "인페인트 🖌️",
25474 "text": "MOSS Box Edit: 바꿀 곳에 박스를 그리고 이름을 붙이고 타입을 고른 뒤 안에 있는 것만 설명하세요. change = 이미 있는 것, new = 추가할 것, remove = 없앨 것.\n\n💡 자주 쓴다면 🌱 seed를 고정하세요.\n\n✨ boxes는 여기서도 됩니다. 박스를 new에서 change나 remove로 바꾸세요.",
25475 "src": "a678b125",
25476 "why": {
25477 "4196|rows": {
25478 "text": "Use BBOX Inpaint로 켭니다. 깊이 맵이 강하면 추가한 것이 안 나올 수 있습니다: 🥅 Strength를 낮추거나 Controlnet을 끄세요.",
25479 "src": "706bbd47"
25480 },
25481 "4173|block": {
25482 "text": "if empty면 박스를 그릴 때까지 여기서 멈춥니다.",
25483 "src": "f6a28ac6"
25484 },
25485 "4173|keep_boxes": {
25486 "text": "Held는 지난 박스를 다시 처리합니다.",
25487 "src": "5e901f95"
25488 },
25489 "4171|positive": {
25490 "text": "전역 프롬프트를 대체할 뿐입니다. 대부분은 비워 두고 기본 프롬프트를 끄세요: 메인에 tan parka, 박스에 red jacket이라고 쓰면 서로 충돌합니다.",
25491 "src": "d68e97ad"
25492 }
25493 }
25494 }
25495 }
25496 },
25497 {
25498 "title": "Detailers (Typ.)",
25499 "text": "These replace older detailers. They are skin aware and protect the work done by the detailer before it.\n\nThe prompt \"face, eyes, hands\" is what the SAM3 model looks for",
25500 "groups": [
25501 {
25502 "title": "Detailer Group 🔎",
25503 "index": 14
25504 },
25505 {
25506 "title": "# ::Face 🙂",
25507 "index": 15
25508 }
25509 ],
25510 "nodes": [
25511 "4007",
25512 "4009",
25513 "4010",
25514 "4011",
25515 "4012",
25516 "4013",
25517 "4014",
25518 "4015",
25519 "4016",
25520 "4017",
25521 "4018",
25522 "4019",
25523 "4020",
25524 "4021",
25525 "4022",
25526 "4023",
25527 "4024",
25528 "4025",
25529 "4026",
25530 "4027",
25531 "4028",
25532 "4029",
25533 "4032",
25534 "4033",
25535 "4034",
25536 "4035",
25537 "4036",
25538 "4037",
25539 "4038",
25540 "4042",
25541 "4059"
25542 ],
25543 "settings": [
25544 {
25545 "node": "4013",
25546 "widget": "prompt",
25547 "why": "\"Face\". Add :1 (Face:1) for only the biggest face."
25548 },
25549 {
25550 "node": "4019",
25551 "widget": "value",
25552 "why": "1024 is the sweet spot."
25553 },
25554 {
25555 "node": "4020",
25556 "widget": "lora_rows",
25557 "why": "Optional: a character or detailer LoRA for the faces."
25558 },
25559 {
25560 "node": "4013",
25561 "widget": "tone_match",
25562 "why": "nifty little trick. It matches the color tone of the masked area back with the original image so you do not get that washed out look"
25563 }
25564 ],
25565 "i18n": {
25566 "zh": {
25567 "title": "Detailers(典型)",
25568 "text": "这些用来取代老的 detailer。它们能识别皮肤,并保护前一个 detailer 的成果。\n\n提示词 \"face, eyes, hands\" 就是 SAM3 模型要找的东西",
25569 "src": "dd1c79d3",
25570 "why": {
25571 "4013|prompt": {
25572 "text": "\"Face\"。加 :1(Face:1)只处理最大的那张脸。",
25573 "src": "6f52fc5"
25574 },
25575 "4019|value": {
25576 "text": "1024 是最佳值。",
25577 "src": "281a4eb"
25578 },
25579 "4020|lora_rows": {
25580 "text": "可选:给脸用的角色或细节 LoRA。",
25581 "src": "81804bc"
25582 },
25583 "4013|tone_match": {
25584 "text": "一个小妙招。它把遮罩区域的色调匹配回原图,这样就不会出现发灰的感觉。",
25585 "src": "7f196e77"
25586 }
25587 }
25588 },
25589 "ja": {
25590 "title": "Detailers (Typ.)",
25591 "text": "これらは古いディテイラーの代わりです。肌を認識し、前のディテイラーの仕事を壊さないようにします。\n\nプロンプトの \"face, eyes, hands\" が、SAM3 モデルが探すものです",
25592 "src": "dd1c79d3",
25593 "why": {
25594 "4013|prompt": {
25595 "text": "\"Face\"。:1 を付ける(Face:1)といちばん大きい顔だけになります。",
25596 "src": "6f52fc5"
25597 },
25598 "4019|value": {
25599 "text": "1024 がちょうどいい値です。",
25600 "src": "281a4eb"
25601 },
25602 "4020|lora_rows": {
25603 "text": "任意:顔用のキャラクターまたはディテーラー LoRA。",
25604 "src": "81804bc"
25605 },
25606 "4013|tone_match": {
25607 "text": "ちょっとしたコツです。マスクした部分の色味を元の画像に合わせ直すので、色が抜けたような見た目になりません。",
25608 "src": "7f196e77"
25609 }
25610 }
25611 },
25612 "ko": {
25613 "title": "Detailers (Typ.)",
25614 "text": "예전 detailer를 대체하는 노드예요. 피부를 인식하고, 앞선 detailer가 해놓은 작업을 보호합니다.\n\n\"face, eyes, hands\" 프롬프트가 SAM3 모델이 찾는 대상입니다",
25615 "src": "dd1c79d3",
25616 "why": {
25617 "4013|prompt": {
25618 "text": "\"Face\". :1을 붙이면 (Face:1) 가장 큰 얼굴만 처리합니다.",
25619 "src": "6f52fc5"
25620 },
25621 "4019|value": {
25622 "text": "1024가 가장 좋은 값입니다.",
25623 "src": "281a4eb"
25624 },
25625 "4020|lora_rows": {
25626 "text": "선택: 얼굴용 캐릭터 또는 디테일러 LoRA.",
25627 "src": "81804bc"
25628 },
25629 "4013|tone_match": {
25630 "text": "깔끔한 작은 꼼수예요. 마스크 영역의 색조를 원본 이미지에 맞춰서 색이 바랜 느낌이 나지 않게 합니다.",
25631 "src": "7f196e77"
25632 }
25633 }
25634 }
25635 }
25636 },
25637 {
25638 "title": "VOSR2 Upscale",
25639 "text": "An upscaler built for speed and low VRAM, with the highest quality possible.\n\nIt uses a dedicated upscale model (VOSR 2.0) that sharpens and adds fine detail without redrawing the picture.\n\n💡it is hooked up to the detailers and passes along what the detailers already fixed, so LC Skin Upscale and LC Skin Texture don't turn skin pores into freckles or craters.",
25640 "groups": [
25641 {
25642 "title": "#VOSR2 Upscale",
25643 "index": 6
25644 }
25645 ],
25646 "nodes": [
25647 "4046"
25648 ],
25649 "settings": [],
25650 "i18n": {
25651 "zh": {
25652 "title": "VOSR2 Upscale",
25653 "text": "一个追求速度、低 VRAM、同时画质尽可能高的放大器。\n\n它用专用放大模型(VOSR 2.0),在不重绘画面的前提下锐化并补充细节。\n\n💡它接在 detailers 后面,会沿用 detailers 已经修好的部分,所以 LC Skin Upscale 和 LC Skin Texture 不会把毛孔变成雀斑或坑洞。",
25654 "src": "fad06f92",
25655 "why": []
25656 },
25657 "ja": {
25658 "title": "VOSR2 Upscale",
25659 "text": "速度と低VRAMを重視しつつ、最高クオリティを狙ったアップスケーラーです。\n\n専用のアップスケールモデル(VOSR 2.0)を使い、絵を描き直さずにシャープにして細部を足します。\n\n💡ディテーラーの後ろにつながっていて、ディテーラーがすでに直した部分を引き継ぎます。だから LC Skin Upscale や LC Skin Texture が毛穴をそばかすやクレーターにしてしまうことはありません。",
25660 "src": "fad06f92",
25661 "why": []
25662 },
25663 "ko": {
25664 "title": "VOSR2 Upscale",
25665 "text": "속도와 낮은 VRAM에 맞춘, 최고 품질의 업스케일러입니다.\n\n전용 업스케일 모델(VOSR 2.0)을 써서 그림을 다시 그리지 않고 선명하게 만들고 디테일을 더해요.\n\n💡디테일러 뒤에 연결돼 있어서 디테일러가 이미 고쳐 놓은 부분을 그대로 넘겨받아요. 그래서 LC Skin Upscale과 LC Skin Texture가 피부 모공을 주근깨나 크레이터로 만들지 않습니다.",
25666 "src": "fad06f92",
25667 "why": []
25668 }
25669 }
25670 },
25671 {
25672 "title": "Apply Skin Realism",
25673 "text": "Your whole skin chain in one node: grit, pores, blemishes, lines, freckles and skin tone.\n\n💡 LC Person Mask is optional. Use it when you want all the skin and none of the clothes.",
25674 "groups": [
25675 {
25676 "title": "Skin Realism Suite",
25677 "index": 25
25678 }
25679 ],
25680 "nodes": [
25681 "4153",
25682 "4147",
25683 "4152",
25684 "4146",
25685 "4145"
25686 ],
25687 "settings": [
25688 {
25689 "node": "4152",
25690 "widget": "preset",
25691 "why": "Natural for every day, Soft Beauty for makeup, Editorial Detail for close-ups. Weathered for character (my favorite in most cases)."
25692 },
25693 {
25694 "node": "4152",
25695 "widget": "pores",
25696 "why": "1 = as it is. Keep it at 1 or more with pigmentation, or the freckles look painted on."
25697 },
25698 {
25699 "node": "4152",
25700 "widget": "wrinkles",
25701 "why": "Below 0 softens, above 0 deepens the lines already there."
25702 }
25703 ],
25704 "i18n": {
25705 "zh": {
25706 "title": "皮肤真实感",
25707 "text": "整条皮肤处理链合成一个节点:颗粒、毛孔、瑕疵、纹路、雀斑和肤色。\n\n💡 LC Person Mask 是可选的。想要所有皮肤、不碰衣服时再用它。",
25708 "src": "e6434f6d",
25709 "why": {
25710 "4152|preset": {
25711 "text": "日常用 Natural,化妆用 Soft Beauty,特写用 Editorial Detail。想要人物感就用 Weathered(大多数情况下我的最爱)。",
25712 "src": "503b14e7"
25713 },
25714 "4152|pores": {
25715 "text": "1 = 保持原样。和 pigmentation 一起用时保持 1 或以上,不然雀斑看起来像画上去的。",
25716 "src": "5f8d35e7"
25717 },
25718 "4152|wrinkles": {
25719 "text": "低于 0 会柔化,高于 0 会加深已有的纹路。",
25720 "src": "6dbe539f"
25721 }
25722 }
25723 },
25724 "ja": {
25725 "title": "肌のリアリズム",
25726 "text": "肌の処理をまとめて 1 つのノードで:ざらつき、毛穴、シミ、しわ、そばかす、肌のトーン。\n\n💡 LC Person Mask は任意です。服を避けて肌全体を対象にしたいときに使います。",
25727 "src": "e6434f6d",
25728 "why": {
25729 "4152|preset": {
25730 "text": "普段は Natural、メイクには Soft Beauty、クローズアップには Editorial Detail。キャラクター感なら Weathered(たいていの場合いちばんのお気に入り)。",
25731 "src": "503b14e7"
25732 },
25733 "4152|pores": {
25734 "text": "1 = そのまま。pigmentation と一緒に使うときは 1 以上に。そうしないとそばかすが描いたように見えます。",
25735 "src": "5f8d35e7"
25736 },
25737 "4152|wrinkles": {
25738 "text": "0 未満で柔らかく、0 より上で今あるしわを深くします。",
25739 "src": "6dbe539f"
25740 }
25741 }
25742 },
25743 "ko": {
25744 "title": "피부 사실감",
25745 "text": "피부 처리 전체를 노드 하나로: 거칠기, 모공, 잡티, 주름, 주근깨, 피부 톤.\n\n💡 LC Person Mask는 선택입니다. 옷은 빼고 피부 전체를 원할 때 쓰세요.",
25746 "src": "e6434f6d",
25747 "why": {
25748 "4152|preset": {
25749 "text": "평소에는 Natural, 메이크업에는 Soft Beauty, 클로즈업에는 Editorial Detail. 캐릭터 느낌은 Weathered (대부분 제가 가장 좋아하는 것).",
25750 "src": "503b14e7"
25751 },
25752 "4152|pores": {
25753 "text": "1 = 그대로. pigmentation과 함께 쓸 때는 1 이상으로 두세요. 안 그러면 주근깨가 그려 넣은 것처럼 보입니다.",
25754 "src": "5f8d35e7"
25755 },
25756 "4152|wrinkles": {
25757 "text": "0보다 낮으면 부드럽게, 0보다 높으면 이미 있는 주름을 깊게 합니다.",
25758 "src": "6dbe539f"
25759 }
25760 }
25761 }
25762 }
25763 },
25764 {
25765 "title": "Control Lighting & Depth",
25766 "text": "Relight any image from a normal map and a depth map. Real cast shadows, hard or soft.\n\n💡 Pick a preset, then drag the light on the stage. That is 90% of it.",
25767 "groups": [
25768 {
25769 "title": "# Lighting Control 🔦",
25770 "index": 10
25771 }
25772 ],
25773 "nodes": [
25774 "3674",
25775 "3670",
25776 "3664",
25777 "3660",
25778 "3715",
25779 "3706",
25780 "3698",
25781 "3714",
25782 "3717",
25783 "3716",
25784 "3685"
25785 ],
25786 "settings": [
25787 {
25788 "node": "3698",
25789 "widget": "preset",
25790 "why": "A preset sets everything, fine controls included. Start there, then nudge. Change any value and it flips to custom (nothing is lost)."
25791 }
25792 ],
25793 "i18n": {
25794 "zh": {
25795 "title": "控制光照与深度",
25796 "text": "用法线图和深度图给任何图片重新打光。真实的投影,可硬可软。\n\n💡 选一个 preset,然后在舞台上拖动灯光。这就占了 90%。",
25797 "src": "5d439d51",
25798 "why": {
25799 "3698|preset": {
25800 "text": "preset 会设置所有东西,包括细节控制。从它开始,再微调。改动任何数值都会变成 custom(什么都不会丢)。",
25801 "src": "a18639ba"
25802 }
25803 }
25804 },
25805 "ja": {
25806 "title": "ライティングと深度の調整",
25807 "text": "法線マップと深度マップから、どんな画像でもライティングし直せます。本物の落ち影、硬くも柔らかくも。\n\n💡 preset を選んで、ステージ上のライトをドラッグ。それで 90% です。",
25808 "src": "5d439d51",
25809 "why": {
25810 "3698|preset": {
25811 "text": "preset は細かい設定も含めてすべてを決めます。そこから始めて微調整。値を変えると custom になります(何も失われません)。",
25812 "src": "a18639ba"
25813 }
25814 }
25815 },
25816 "ko": {
25817 "title": "조명과 깊이 조절",
25818 "text": "노멀 맵과 깊이 맵으로 어떤 이미지든 조명을 다시 줍니다. 진짜 그림자, 단단하게도 부드럽게도.\n\n💡 preset을 고르고 무대 위의 조명을 드래그하세요. 그게 90%입니다.",
25819 "src": "5d439d51",
25820 "why": {
25821 "3698|preset": {
25822 "text": "preset이 세부 설정까지 모두 정합니다. 거기서 시작해 조금씩 조정하세요. 값을 바꾸면 custom으로 바뀝니다 (잃는 것은 없습니다).",
25823 "src": "a18639ba"
25824 }
25825 }
25826 }
25827 }
25828 },
25829 {
25830 "title": "Sharpen & Add Depth Effects",
25831 "text": "LC Image Crop goes first, so depth, vignette and grain land on your final framing. Sharpen before the depth blur, never after.",
25832 "groups": [
25833 {
25834 "title": "🎯 Correct , 🔪 Sharpen , 🌫️ Depth",
25835 "index": 8
25836 }
25837 ],
25838 "nodes": [
25839 "3646",
25840 "3645",
25841 "3641",
25842 "3697",
25843 "3652",
25844 "3623",
25845 "3799",
25846 "3800",
25847 "3802",
25848 "3804",
25849 "3899"
25850 ],
25851 "settings": [
25852 {
25853 "node": "3645",
25854 "widget": "clarity",
25855 "why": "Large-scale punch. Use it sparingly when you want realism."
25856 },
25857 {
25858 "node": "3800",
25859 "widget": "look",
25860 "why": "Pick the same look on Depth FX, Bloom, Lens Profile, Film Stock and Film Grain and they complement each other."
25861 }
25862 ],
25863 "i18n": {
25864 "zh": {
25865 "title": "锐化与景深效果",
25866 "text": "LC Image Crop 放在最前面,这样景深、暗角和颗粒都落在你最终的构图上。先锐化再做景深模糊,绝不要反过来。",
25867 "src": "7649f184",
25868 "why": {
25869 "3645|clarity": {
25870 "text": "大尺度的冲击力。追求真实感时少用。",
25871 "src": "1145024c"
25872 },
25873 "3800|look": {
25874 "text": "在 Depth FX、Bloom、Lens Profile、Film Stock 和 Film Grain 上选同一个 look,它们会互相搭配。",
25875 "src": "6e14768"
25876 }
25877 }
25878 },
25879 "ja": {
25880 "title": "シャープと被写界深度エフェクト",
25881 "text": "LC Image Crop を最初に置くので、深度、ビネット、グレインが最終的な構図に乗ります。シャープは深度ぼかしの前に。後には決して置きません。",
25882 "src": "7649f184",
25883 "why": {
25884 "3645|clarity": {
25885 "text": "大きなスケールのパンチ。リアルさを狙うときは控えめに。",
25886 "src": "1145024c"
25887 },
25888 "3800|look": {
25889 "text": "Depth FX、Bloom、Lens Profile、Film Stock、Film Grain で同じ look を選ぶと、互いに引き立て合います。",
25890 "src": "6e14768"
25891 }
25892 }
25893 },
25894 "ko": {
25895 "title": "샤픈과 깊이 효과",
25896 "text": "LC Image Crop을 맨 앞에 두어 깊이, 비네트, 그레인이 최종 구도에 적용되게 합니다. 샤픈은 깊이 블러 전에. 절대 뒤에 두지 마세요.",
25897 "src": "7649f184",
25898 "why": {
25899 "3645|clarity": {
25900 "text": "큰 스케일의 펀치. 사실감을 원할 때는 조금만.",
25901 "src": "1145024c"
25902 },
25903 "3800|look": {
25904 "text": "Depth FX, Bloom, Lens Profile, Film Stock, Film Grain에서 같은 look을 고르면 서로 잘 어울립니다.",
25905 "src": "6e14768"
25906 }
25907 }
25908 }
25909 }
25910 },
25911 {
25912 "title": "Add Film & Camera Effects",
25913 "text": "It runs in the order light takes through a real camera: scene, lens, film.",
25914 "groups": [
25915 {
25916 "title": "📷 Camera, Lens, & 🎞️ Film Adjustments",
25917 "index": 11
25918 }
25919 ],
25920 "nodes": [
25921 "3643",
25922 "3642",
25923 "3634",
25924 "3632",
25925 "3631",
25926 "3636",
25927 "3801",
25928 "3832"
25929 ],
25930 "settings": [
25931 {
25932 "node": "3643",
25933 "widget": "vibrance",
25934 "why": "Use for Anime and graphics. Not necessarily for realism."
25935 },
25936 {
25937 "node": "3634",
25938 "widget": "look",
25939 "why": "Use with Depth FX 🌫️"
25940 },
25941 {
25942 "node": "3636",
25943 "widget": "lens",
25944 "why": "Cool feature to get realistic warping that you get from a true camera lens"
25945 }
25946 ],
25947 "i18n": {
25948 "zh": {
25949 "title": "添加胶片与相机效果",
25950 "text": "它按照光穿过真实相机的顺序运行:场景、镜头、胶片。",
25951 "src": "45f6cef4",
25952 "why": {
25953 "3643|vibrance": {
25954 "text": "用于动漫和图形。不一定适合写实。",
25955 "src": "8980617c"
25956 },
25957 "3634|look": {
25958 "text": "配合 Depth FX 🌫️ 使用",
25959 "src": "7fa95fdb"
25960 },
25961 "3636|lens": {
25962 "text": "很酷的功能,能得到真实镜头才有的那种畸变效果",
25963 "src": "57336f09"
25964 }
25965 }
25966 },
25967 "ja": {
25968 "title": "フィルムとカメラのエフェクト",
25969 "text": "光が本物のカメラを通る順番どおりに動きます:シーン、レンズ、フィルム。",
25970 "src": "45f6cef4",
25971 "why": {
25972 "3643|vibrance": {
25973 "text": "アニメやグラフィック向け。リアル系には必ずしも向きません。",
25974 "src": "8980617c"
25975 },
25976 "3634|look": {
25977 "text": "Depth FX 🌫️ と一緒に使います",
25978 "src": "7fa95fdb"
25979 },
25980 "3636|lens": {
25981 "text": "本物のカメラレンズで出る、リアルな歪みを再現する便利機能です。",
25982 "src": "57336f09"
25983 }
25984 }
25985 },
25986 "ko": {
25987 "title": "필름과 카메라 효과",
25988 "text": "빛이 진짜 카메라를 지나가는 순서대로 돌아갑니다: 장면, 렌즈, 필름.",
25989 "src": "45f6cef4",
25990 "why": {
25991 "3643|vibrance": {
25992 "text": "애니메이션과 그래픽용입니다. 리얼리즘용은 아닙니다.",
25993 "src": "8980617c"
25994 },
25995 "3634|look": {
25996 "text": "Depth FX 🌫️와 함께 쓰세요",
25997 "src": "7fa95fdb"
25998 },
25999 "3636|lens": {
26000 "text": "실제 카메라 렌즈에서 나오는 진짜 같은 왜곡을 주는 멋진 기능이에요.",
26001 "src": "57336f09"
26002 }
26003 }
26004 }
26005 }
26006 },
26007 {
26008 "title": "Final Filters & Watermark",
26009 "text": "The last touches: LUT, grain, watermark and LC Natural Look.\n\n🛑 Fix the seed, run the picture, then change nothing upstream so it does not reprocess.",
26010 "groups": [
26011 {
26012 "title": "🎨 Post Production Filters",
26013 "index": 7
26014 }
26015 ],
26016 "nodes": [
26017 "3628",
26018 "3647",
26019 "3621",
26020 "3620",
26021 "3624",
26022 "3629",
26023 "3773",
26024 "3774",
26025 "3622",
26026 "3648",
26027 "3630",
26028 "3795",
26029 "3833",
26030 "3995",
26031 "4054",
26032 "4060"
26033 ],
26034 "settings": [
26035 {
26036 "node": "3629",
26037 "widget": "strength",
26038 "why": "Keep low"
26039 },
26040 {
26041 "node": "3629",
26042 "widget": "response",
26043 "why": "This is nifty. three settings. Sensor mimics the grain from a phone camera🤔"
26044 },
26045 {
26046 "node": "3995",
26047 "widget": "strength",
26048 "why": "The holy grail of realism. Pulls all of the \"AI\" out of an image"
26049 }
26050 ],
26051 "i18n": {
26052 "zh": {
26053 "title": "最终滤镜与水印",
26054 "text": "最后的修饰:LUT、颗粒、水印和 LC Natural Look。\n\n🛑 固定 seed,跑出图片,然后上游什么都别改,这样它就不会重新处理。",
26055 "src": "104c8176",
26056 "why": {
26057 "3629|strength": {
26058 "text": "保持低值",
26059 "src": "b885781a"
26060 },
26061 "3629|response": {
26062 "text": "这个很妙。三个设置。Sensor 模仿手机相机的颗粒🤔",
26063 "src": "adc855e8"
26064 },
26065 "3995|strength": {
26066 "text": "写实的圣杯。把图像里所有的 \"AI 味\" 都拔掉",
26067 "src": "22ee1495"
26068 }
26069 }
26070 },
26071 "ja": {
26072 "title": "最終フィルターとウォーターマーク",
26073 "text": "最後の仕上げ:LUT、グレイン、ウォーターマーク、LC Natural Look。\n\n🛑 seed を固定して画像を出したら、上流は何も変えないでください。再処理されなくなります。",
26074 "src": "104c8176",
26075 "why": {
26076 "3629|strength": {
26077 "text": "低く保つ",
26078 "src": "b885781a"
26079 },
26080 "3629|response": {
26081 "text": "これはなかなかいいですよ。設定は3つ。Sensor はスマホカメラのグレインを真似ます🤔",
26082 "src": "adc855e8"
26083 },
26084 "3995|strength": {
26085 "text": "リアリズムの聖杯。画像から「AIっぽさ」を全部抜き取ります",
26086 "src": "22ee1495"
26087 }
26088 }
26089 },
26090 "ko": {
26091 "title": "최종 필터와 워터마크",
26092 "text": "마지막 손질: LUT, 그레인, 워터마크, LC Natural Look.\n\n🛑 seed를 고정하고 그림을 뽑은 뒤 위쪽은 아무것도 바꾸지 마세요. 그래야 다시 처리하지 않습니다.",
26093 "src": "104c8176",
26094 "why": {
26095 "3629|strength": {
26096 "text": "낮게 유지",
26097 "src": "b885781a"
26098 },
26099 "3629|response": {
26100 "text": "이거 꽤 쓸만해요. 설정은 세 가지. Sensor는 폰 카메라의 그레인을 흉내 내요🤔",
26101 "src": "adc855e8"
26102 },
26103 "3995|strength": {
26104 "text": "사실감의 성배. 이미지에서 \"AI\" 티를 전부 뽑아냅니다",
26105 "src": "22ee1495"
26106 }
26107 }
26108 }
26109 }
26110 },
26111 {
26112 "title": "Save Draft & Metadata",
26113 "text": "Drafts save to the Drafts folder, finals with the workflow and CivitAI metadata.\n\n⚠️ NOTHING SAVES UNLESS IT IS TURNED ON.",
26114 "groups": [
26115 {
26116 "title": "#Save Draft 📐",
26117 "index": 20
26118 },
26119 {
26120 "title": "#Save w/Metadata🗒️",
26121 "index": 21
26122 }
26123 ],
26124 "nodes": [
26125 "4066",
26126 "4069",
26127 "4070",
26128 "4065",
26129 "4067",
26130 "4068",
26131 "4071"
26132 ],
26133 "settings": [
26134 {
26135 "node": "4068",
26136 "widget": "timestamp",
26137 "why": "leaves a timestamp on the folder. Personal preference"
26138 },
26139 {
26140 "node": "4068",
26141 "widget": "include_prefix_in_path",
26142 "why": "This will put the prefix name in the folder. Good for sorting ...if you change the name."
26143 }
26144 ],
26145 "i18n": {
26146 "zh": {
26147 "title": "保存草稿与元数据",
26148 "text": "草稿存到 Drafts 文件夹,定稿连同工作流和 CivitAI 元数据一起保存。\n\n⚠️ 不打开就什么都不会保存。",
26149 "src": "d61ff282",
26150 "why": {
26151 "4068|timestamp": {
26152 "text": "在文件夹上加时间戳。个人偏好",
26153 "src": "5f42a353"
26154 },
26155 "4068|include_prefix_in_path": {
26156 "text": "会把前缀名放进文件夹名里。方便分类……前提是你改了名字。",
26157 "src": "925d3c94"
26158 }
26159 }
26160 },
26161 "ja": {
26162 "title": "下書きとメタデータの保存",
26163 "text": "下書きは Drafts フォルダーに、完成版はワークフローと CivitAI メタデータ付きで保存されます。\n\n⚠️ オンにしない限り何も保存されません。",
26164 "src": "d61ff282",
26165 "why": {
26166 "4068|timestamp": {
26167 "text": "フォルダにタイムスタンプを付けます。好みの問題です。",
26168 "src": "5f42a353"
26169 },
26170 "4068|include_prefix_in_path": {
26171 "text": "プレフィックス名をフォルダに入れます。並べ替えに便利……名前を変えれば、ですが。",
26172 "src": "925d3c94"
26173 }
26174 }
26175 },
26176 "ko": {
26177 "title": "초안과 메타데이터 저장",
26178 "text": "초안은 Drafts 폴더에, 완성본은 워크플로와 CivitAI 메타데이터와 함께 저장됩니다.\n\n⚠️ 켜지 않으면 아무것도 저장되지 않습니다.",
26179 "src": "d61ff282",
26180 "why": {
26181 "4068|timestamp": {
26182 "text": "폴더에 타임스탬프를 남깁니다. 개인 취향이에요.",
26183 "src": "5f42a353"
26184 },
26185 "4068|include_prefix_in_path": {
26186 "text": "폴더에 prefix 이름이 붙습니다. 정리하기 좋아요 ...이름을 바꾼다면요.",
26187 "src": "925d3c94"
26188 }
26189 }
26190 }
26191 }
26192 }
26193 ],
26194 "source": "saved",
26195 "saved": 1793478572126,
26196 "locked": true,
26197 "i18n": {
26198 "zh": {
26199 "title": "ComfyUI 工作流导览:Lonecat's Pro MOSS Image V7.0"
26200 },
26201 "ja": {
26202 "title": "ComfyUI ワークフローツアー:Lonecat's Pro MOSS Image V7.0"
26203 },
26204 "ko": {
26205 "title": "ComfyUI 워크플로 투어: Lonecat's Pro MOSS Image V7.0"
26206 }
26207 }
26208 }
26209 }
26210 },
26211 "version": 0.4,
26212 "seed_widgets": {
26213 "3618": 10,
26214 "3629": 4,
26215 "3927": 25,
26216 "3995": 2,
26217 "4046": 1,
26218 "4138": 8,
26219 "4152": 16,
26220 "4180": 2
26221 }
26222}