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lin-bot23 2026-05-08 06:23:12 +00:00 committed by GitHub
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51 changed files with 159 additions and 101 deletions

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@ -431,9 +431,10 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image Tools/Color adjust"
"category": "Image Tools/Color adjust",
"description": "Adjusts image brightness and contrast using a real-time GPU fragment shader."
}
]
},
"extra": {}
}
}

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@ -1553,7 +1553,8 @@
"VHS_MetadataImage": true,
"VHS_KeepIntermediate": true
},
"category": "Image generation and editing/Canny to image"
"category": "Image generation and editing/Canny to image",
"description": "Generates an image from a Canny edge map using Z-Image-Turbo, with text conditioning and fast inference."
}
]
},
@ -1574,4 +1575,4 @@
}
},
"version": 0.4
}
}

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@ -3600,7 +3600,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Video generation and editing/Canny to video"
"category": "Video generation and editing/Canny to video",
"description": "Generates video from Canny edge maps using LTX-2, with optional synchronized audio."
}
]
},
@ -3616,4 +3617,4 @@
}
},
"version": 0.4
}
}

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@ -232,7 +232,7 @@
"Node name for S&R": "GLSLShader"
},
"widgets_values": [
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform vec2 u_resolution;\nuniform int u_int0; // Mode\nuniform float u_float0; // Amount (0 to 100)\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nconst int MODE_LINEAR = 0;\nconst int MODE_RADIAL = 1;\nconst int MODE_BARREL = 2;\nconst int MODE_SWIRL = 3;\nconst int MODE_DIAGONAL = 4;\n\nconst float AMOUNT_SCALE = 0.0005;\nconst float RADIAL_MULT = 4.0;\nconst float BARREL_MULT = 8.0;\nconst float INV_SQRT2 = 0.70710678118;\n\nvoid main() {\n vec2 uv = v_texCoord;\n vec4 original = texture(u_image0, uv);\n\n float amount = u_float0 * AMOUNT_SCALE;\n\n if (amount < 0.000001) {\n fragColor = original;\n return;\n }\n\n // Aspect-corrected coordinates for circular effects\n float aspect = u_resolution.x / u_resolution.y;\n vec2 centered = uv - 0.5;\n vec2 corrected = vec2(centered.x * aspect, centered.y);\n float r = length(corrected);\n vec2 dir = r > 0.0001 ? corrected / r : vec2(0.0);\n vec2 offset = vec2(0.0);\n\n if (u_int0 == MODE_LINEAR) {\n // Horizontal shift (no aspect correction needed)\n offset = vec2(amount, 0.0);\n }\n else if (u_int0 == MODE_RADIAL) {\n // Outward from center, stronger at edges\n offset = dir * r * amount * RADIAL_MULT;\n offset.x /= aspect; // Convert back to UV space\n }\n else if (u_int0 == MODE_BARREL) {\n // Lens distortion simulation (r² falloff)\n offset = dir * r * r * amount * BARREL_MULT;\n offset.x /= aspect; // Convert back to UV space\n }\n else if (u_int0 == MODE_SWIRL) {\n // Perpendicular to radial (rotational aberration)\n vec2 perp = vec2(-dir.y, dir.x);\n offset = perp * r * amount * RADIAL_MULT;\n offset.x /= aspect; // Convert back to UV space\n }\n else if (u_int0 == MODE_DIAGONAL) {\n // 45° offset (no aspect correction needed)\n offset = vec2(amount, amount) * INV_SQRT2;\n }\n \n float red = texture(u_image0, uv + offset).r;\n float green = original.g;\n float blue = texture(u_image0, uv - offset).b;\n \n fragColor = vec4(red, green, blue, original.a);\n}",
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform vec2 u_resolution;\nuniform int u_int0; // Mode\nuniform float u_float0; // Amount (0 to 100)\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nconst int MODE_LINEAR = 0;\nconst int MODE_RADIAL = 1;\nconst int MODE_BARREL = 2;\nconst int MODE_SWIRL = 3;\nconst int MODE_DIAGONAL = 4;\n\nconst float AMOUNT_SCALE = 0.0005;\nconst float RADIAL_MULT = 4.0;\nconst float BARREL_MULT = 8.0;\nconst float INV_SQRT2 = 0.70710678118;\n\nvoid main() {\n vec2 uv = v_texCoord;\n vec4 original = texture(u_image0, uv);\n\n float amount = u_float0 * AMOUNT_SCALE;\n\n if (amount < 0.000001) {\n fragColor = original;\n return;\n }\n\n // Aspect-corrected coordinates for circular effects\n float aspect = u_resolution.x / u_resolution.y;\n vec2 centered = uv - 0.5;\n vec2 corrected = vec2(centered.x * aspect, centered.y);\n float r = length(corrected);\n vec2 dir = r > 0.0001 ? corrected / r : vec2(0.0);\n vec2 offset = vec2(0.0);\n\n if (u_int0 == MODE_LINEAR) {\n // Horizontal shift (no aspect correction needed)\n offset = vec2(amount, 0.0);\n }\n else if (u_int0 == MODE_RADIAL) {\n // Outward from center, stronger at edges\n offset = dir * r * amount * RADIAL_MULT;\n offset.x /= aspect; // Convert back to UV space\n }\n else if (u_int0 == MODE_BARREL) {\n // Lens distortion simulation (r\u00b2 falloff)\n offset = dir * r * r * amount * BARREL_MULT;\n offset.x /= aspect; // Convert back to UV space\n }\n else if (u_int0 == MODE_SWIRL) {\n // Perpendicular to radial (rotational aberration)\n vec2 perp = vec2(-dir.y, dir.x);\n offset = perp * r * amount * RADIAL_MULT;\n offset.x /= aspect; // Convert back to UV space\n }\n else if (u_int0 == MODE_DIAGONAL) {\n // 45\u00b0 offset (no aspect correction needed)\n offset = vec2(amount, amount) * INV_SQRT2;\n }\n \n float red = texture(u_image0, uv + offset).r;\n float green = original.g;\n float blue = texture(u_image0, uv - offset).b;\n \n fragColor = vec4(red, green, blue, original.a);\n}",
"from_input"
]
},
@ -377,8 +377,9 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image Tools/Color adjust"
"category": "Image Tools/Color adjust",
"description": "Adds lens-style chromatic aberration (color fringing) using a real-time GPU fragment shader."
}
]
}
}
}

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@ -596,8 +596,9 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image Tools/Color adjust"
"category": "Image Tools/Color adjust",
"description": "Adjusts saturation, temperature, and tint using a real-time GPU fragment shader."
}
]
}
}
}

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@ -1129,7 +1129,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image Tools/Color adjust"
"category": "Image Tools/Color adjust",
"description": "Balances colors across shadows, midtones, and highlights using a real-time GPU fragment shader."
}
]
}

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@ -608,7 +608,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image Tools/Color adjust"
"category": "Image Tools/Color adjust",
"description": "Fine-tunes tone and color with per-channel curve adjustments using a real-time GPU fragment shader."
}
]
}

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@ -1609,7 +1609,8 @@
}
],
"extra": {},
"category": "Image Tools/Crop"
"category": "Image Tools/Crop",
"description": "Splits an image into a 2\u00d72 grid of four equal tiles."
}
]
},

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@ -368,7 +368,7 @@
]
}
],
"title": "Math Expression Width",
"title": "Math Expression \uff08Width\uff09",
"properties": {
"ue_properties": {
"widget_ue_connectable": {},
@ -2946,7 +2946,8 @@
}
],
"extra": {},
"category": "Image Tools/Crop"
"category": "Image Tools/Crop",
"description": "Splits an image into a 3\u00d73 grid of nine equal tiles."
}
]
},

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@ -1579,7 +1579,8 @@
"VHS_MetadataImage": true,
"VHS_KeepIntermediate": true
},
"category": "Image generation and editing/Depth to image"
"category": "Image generation and editing/Depth to image",
"description": "Generates an image from a depth map using Z-Image-Turbo with text conditioning."
},
{
"id": "458bdf3c-4b58-421c-af50-c9c663a4d74c",
@ -2461,7 +2462,8 @@
]
},
"workflowRendererVersion": "LG"
}
},
"description": "Estimates a monocular depth map from an input image using the Lotus depth estimation model."
}
]
},

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@ -4233,7 +4233,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Video generation and editing/Depth to video"
"category": "Video generation and editing/Depth to video",
"description": "Generates video from depth maps using LTX-2, with optional synchronized audio."
},
{
"id": "38b60539-50a7-42f9-a5fe-bdeca26272e2",
@ -5192,7 +5193,8 @@
],
"extra": {
"workflowRendererVersion": "LG"
}
},
"description": "Estimates a monocular depth map from an input image using the Lotus depth estimation model."
}
]
},

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@ -252,7 +252,7 @@
"Node name for S&R": "GLSLShader"
},
"widgets_values": [
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform float u_float0; // Blur radius (020, default ~5)\nuniform float u_float1; // Edge threshold (0100, default ~30)\nuniform int u_int0; // Step size (0/1 = every pixel, 2+ = skip pixels)\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nconst int MAX_RADIUS = 20;\nconst float EPSILON = 0.0001;\n\n// Perceptual luminance\nfloat getLuminance(vec3 rgb) {\n return dot(rgb, vec3(0.299, 0.587, 0.114));\n}\n\nvec4 bilateralFilter(vec2 uv, vec2 texelSize, int radius,\n float sigmaSpatial, float sigmaColor)\n{\n vec4 center = texture(u_image0, uv);\n vec3 centerRGB = center.rgb;\n\n float invSpatial2 = -0.5 / (sigmaSpatial * sigmaSpatial);\n float invColor2 = -0.5 / (sigmaColor * sigmaColor + EPSILON);\n\n vec3 sumRGB = vec3(0.0);\n float sumWeight = 0.0;\n\n int step = max(u_int0, 1);\n float radius2 = float(radius * radius);\n\n for (int dy = -MAX_RADIUS; dy <= MAX_RADIUS; dy++) {\n if (dy < -radius || dy > radius) continue;\n if (abs(dy) % step != 0) continue;\n\n for (int dx = -MAX_RADIUS; dx <= MAX_RADIUS; dx++) {\n if (dx < -radius || dx > radius) continue;\n if (abs(dx) % step != 0) continue;\n\n vec2 offset = vec2(float(dx), float(dy));\n float dist2 = dot(offset, offset);\n if (dist2 > radius2) continue;\n\n vec3 sampleRGB = texture(u_image0, uv + offset * texelSize).rgb;\n\n // Spatial Gaussian\n float spatialWeight = exp(dist2 * invSpatial2);\n\n // Perceptual color distance (weighted RGB)\n vec3 diff = sampleRGB - centerRGB;\n float colorDist = dot(diff * diff, vec3(0.299, 0.587, 0.114));\n float colorWeight = exp(colorDist * invColor2);\n\n float w = spatialWeight * colorWeight;\n sumRGB += sampleRGB * w;\n sumWeight += w;\n }\n }\n\n vec3 resultRGB = sumRGB / max(sumWeight, EPSILON);\n return vec4(resultRGB, center.a); // preserve center alpha\n}\n\nvoid main() {\n vec2 texelSize = 1.0 / vec2(textureSize(u_image0, 0));\n\n float radiusF = clamp(u_float0, 0.0, float(MAX_RADIUS));\n int radius = int(radiusF + 0.5);\n\n if (radius == 0) {\n fragColor = texture(u_image0, v_texCoord);\n return;\n }\n\n // Edge threshold color sigma\n // Squared curve for better low-end control\n float t = clamp(u_float1, 0.0, 100.0) / 100.0;\n t *= t;\n float sigmaColor = mix(0.01, 0.5, t);\n\n // Spatial sigma tied to radius\n float sigmaSpatial = max(radiusF * 0.75, 0.5);\n\n fragColor = bilateralFilter(\n v_texCoord,\n texelSize,\n radius,\n sigmaSpatial,\n sigmaColor\n );\n}",
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform float u_float0; // Blur radius (0\u201320, default ~5)\nuniform float u_float1; // Edge threshold (0\u2013100, default ~30)\nuniform int u_int0; // Step size (0/1 = every pixel, 2+ = skip pixels)\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nconst int MAX_RADIUS = 20;\nconst float EPSILON = 0.0001;\n\n// Perceptual luminance\nfloat getLuminance(vec3 rgb) {\n return dot(rgb, vec3(0.299, 0.587, 0.114));\n}\n\nvec4 bilateralFilter(vec2 uv, vec2 texelSize, int radius,\n float sigmaSpatial, float sigmaColor)\n{\n vec4 center = texture(u_image0, uv);\n vec3 centerRGB = center.rgb;\n\n float invSpatial2 = -0.5 / (sigmaSpatial * sigmaSpatial);\n float invColor2 = -0.5 / (sigmaColor * sigmaColor + EPSILON);\n\n vec3 sumRGB = vec3(0.0);\n float sumWeight = 0.0;\n\n int step = max(u_int0, 1);\n float radius2 = float(radius * radius);\n\n for (int dy = -MAX_RADIUS; dy <= MAX_RADIUS; dy++) {\n if (dy < -radius || dy > radius) continue;\n if (abs(dy) % step != 0) continue;\n\n for (int dx = -MAX_RADIUS; dx <= MAX_RADIUS; dx++) {\n if (dx < -radius || dx > radius) continue;\n if (abs(dx) % step != 0) continue;\n\n vec2 offset = vec2(float(dx), float(dy));\n float dist2 = dot(offset, offset);\n if (dist2 > radius2) continue;\n\n vec3 sampleRGB = texture(u_image0, uv + offset * texelSize).rgb;\n\n // Spatial Gaussian\n float spatialWeight = exp(dist2 * invSpatial2);\n\n // Perceptual color distance (weighted RGB)\n vec3 diff = sampleRGB - centerRGB;\n float colorDist = dot(diff * diff, vec3(0.299, 0.587, 0.114));\n float colorWeight = exp(colorDist * invColor2);\n\n float w = spatialWeight * colorWeight;\n sumRGB += sampleRGB * w;\n sumWeight += w;\n }\n }\n\n vec3 resultRGB = sumRGB / max(sumWeight, EPSILON);\n return vec4(resultRGB, center.a); // preserve center alpha\n}\n\nvoid main() {\n vec2 texelSize = 1.0 / vec2(textureSize(u_image0, 0));\n\n float radiusF = clamp(u_float0, 0.0, float(MAX_RADIUS));\n int radius = int(radiusF + 0.5);\n\n if (radius == 0) {\n fragColor = texture(u_image0, v_texCoord);\n return;\n }\n\n // Edge threshold \u2192 color sigma\n // Squared curve for better low-end control\n float t = clamp(u_float1, 0.0, 100.0) / 100.0;\n t *= t;\n float sigmaColor = mix(0.01, 0.5, t);\n\n // Spatial sigma tied to radius\n float sigmaSpatial = max(radiusF * 0.75, 0.5);\n\n fragColor = bilateralFilter(\n v_texCoord,\n texelSize,\n radius,\n sigmaSpatial,\n sigmaColor\n );\n}",
"from_input"
]
},
@ -450,9 +450,10 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image Tools/Blur"
"category": "Image Tools/Blur",
"description": "Applies bilateral (edge-preserving) blur to soften images while retaining detail."
}
]
},
"extra": {}
}
}

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@ -268,7 +268,7 @@
"Node name for S&R": "GLSLShader"
},
"widgets_values": [
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform vec2 u_resolution;\nuniform float u_float0; // grain amount [0.0 1.0] typical: 0.20.8\nuniform float u_float1; // grain size [0.3 3.0] lower = finer grain\nuniform float u_float2; // color amount [0.0 1.0] 0 = monochrome, 1 = RGB grain\nuniform float u_float3; // luminance bias [0.0 1.0] 0 = uniform, 1 = shadows only\nuniform int u_int0; // noise mode [0 or 1] 0 = smooth, 1 = grainy\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\n// High-quality integer hash (pcg-like)\nuint pcg(uint v) {\n uint state = v * 747796405u + 2891336453u;\n uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\n return (word >> 22u) ^ word;\n}\n\n// 2D -> 1D hash input\nuint hash2d(uvec2 p) {\n return pcg(p.x + pcg(p.y));\n}\n\n// Hash to float [0, 1]\nfloat hashf(uvec2 p) {\n return float(hash2d(p)) / float(0xffffffffu);\n}\n\n// Hash to float with offset (for RGB channels)\nfloat hashf(uvec2 p, uint offset) {\n return float(pcg(hash2d(p) + offset)) / float(0xffffffffu);\n}\n\n// Convert uniform [0,1] to roughly Gaussian distribution\n// Using simple approximation: average of multiple samples\nfloat toGaussian(uvec2 p) {\n float sum = hashf(p, 0u) + hashf(p, 1u) + hashf(p, 2u) + hashf(p, 3u);\n return (sum - 2.0) * 0.7; // Centered, scaled\n}\n\nfloat toGaussian(uvec2 p, uint offset) {\n float sum = hashf(p, offset) + hashf(p, offset + 1u) \n + hashf(p, offset + 2u) + hashf(p, offset + 3u);\n return (sum - 2.0) * 0.7;\n}\n\n// Smooth noise with better interpolation\nfloat smoothNoise(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n \n // Quintic interpolation (less banding than cubic)\n f = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\n \n uvec2 ui = uvec2(i);\n float a = toGaussian(ui);\n float b = toGaussian(ui + uvec2(1u, 0u));\n float c = toGaussian(ui + uvec2(0u, 1u));\n float d = toGaussian(ui + uvec2(1u, 1u));\n \n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n}\n\nfloat smoothNoise(vec2 p, uint offset) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n \n f = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\n \n uvec2 ui = uvec2(i);\n float a = toGaussian(ui, offset);\n float b = toGaussian(ui + uvec2(1u, 0u), offset);\n float c = toGaussian(ui + uvec2(0u, 1u), offset);\n float d = toGaussian(ui + uvec2(1u, 1u), offset);\n \n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n}\n\nvoid main() {\n vec4 color = texture(u_image0, v_texCoord);\n \n // Luminance (Rec.709)\n float luma = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));\n \n // Grain UV (resolution-independent)\n vec2 grainUV = v_texCoord * u_resolution / max(u_float1, 0.01);\n uvec2 grainPixel = uvec2(grainUV);\n \n float g;\n vec3 grainRGB;\n \n if (u_int0 == 1) {\n // Grainy mode: pure hash noise (no interpolation = no banding)\n g = toGaussian(grainPixel);\n grainRGB = vec3(\n toGaussian(grainPixel, 100u),\n toGaussian(grainPixel, 200u),\n toGaussian(grainPixel, 300u)\n );\n } else {\n // Smooth mode: interpolated with quintic curve\n g = smoothNoise(grainUV);\n grainRGB = vec3(\n smoothNoise(grainUV, 100u),\n smoothNoise(grainUV, 200u),\n smoothNoise(grainUV, 300u)\n );\n }\n \n // Luminance weighting (less grain in highlights)\n float lumWeight = mix(1.0, 1.0 - luma, clamp(u_float3, 0.0, 1.0));\n \n // Strength\n float strength = u_float0 * 0.15;\n \n // Color vs monochrome grain\n vec3 grainColor = mix(vec3(g), grainRGB, clamp(u_float2, 0.0, 1.0));\n \n color.rgb += grainColor * strength * lumWeight;\n fragColor0 = vec4(clamp(color.rgb, 0.0, 1.0), color.a);\n}\n",
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform vec2 u_resolution;\nuniform float u_float0; // grain amount [0.0 \u2013 1.0] typical: 0.2\u20130.8\nuniform float u_float1; // grain size [0.3 \u2013 3.0] lower = finer grain\nuniform float u_float2; // color amount [0.0 \u2013 1.0] 0 = monochrome, 1 = RGB grain\nuniform float u_float3; // luminance bias [0.0 \u2013 1.0] 0 = uniform, 1 = shadows only\nuniform int u_int0; // noise mode [0 or 1] 0 = smooth, 1 = grainy\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\n// High-quality integer hash (pcg-like)\nuint pcg(uint v) {\n uint state = v * 747796405u + 2891336453u;\n uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\n return (word >> 22u) ^ word;\n}\n\n// 2D -> 1D hash input\nuint hash2d(uvec2 p) {\n return pcg(p.x + pcg(p.y));\n}\n\n// Hash to float [0, 1]\nfloat hashf(uvec2 p) {\n return float(hash2d(p)) / float(0xffffffffu);\n}\n\n// Hash to float with offset (for RGB channels)\nfloat hashf(uvec2 p, uint offset) {\n return float(pcg(hash2d(p) + offset)) / float(0xffffffffu);\n}\n\n// Convert uniform [0,1] to roughly Gaussian distribution\n// Using simple approximation: average of multiple samples\nfloat toGaussian(uvec2 p) {\n float sum = hashf(p, 0u) + hashf(p, 1u) + hashf(p, 2u) + hashf(p, 3u);\n return (sum - 2.0) * 0.7; // Centered, scaled\n}\n\nfloat toGaussian(uvec2 p, uint offset) {\n float sum = hashf(p, offset) + hashf(p, offset + 1u) \n + hashf(p, offset + 2u) + hashf(p, offset + 3u);\n return (sum - 2.0) * 0.7;\n}\n\n// Smooth noise with better interpolation\nfloat smoothNoise(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n \n // Quintic interpolation (less banding than cubic)\n f = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\n \n uvec2 ui = uvec2(i);\n float a = toGaussian(ui);\n float b = toGaussian(ui + uvec2(1u, 0u));\n float c = toGaussian(ui + uvec2(0u, 1u));\n float d = toGaussian(ui + uvec2(1u, 1u));\n \n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n}\n\nfloat smoothNoise(vec2 p, uint offset) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n \n f = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\n \n uvec2 ui = uvec2(i);\n float a = toGaussian(ui, offset);\n float b = toGaussian(ui + uvec2(1u, 0u), offset);\n float c = toGaussian(ui + uvec2(0u, 1u), offset);\n float d = toGaussian(ui + uvec2(1u, 1u), offset);\n \n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n}\n\nvoid main() {\n vec4 color = texture(u_image0, v_texCoord);\n \n // Luminance (Rec.709)\n float luma = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));\n \n // Grain UV (resolution-independent)\n vec2 grainUV = v_texCoord * u_resolution / max(u_float1, 0.01);\n uvec2 grainPixel = uvec2(grainUV);\n \n float g;\n vec3 grainRGB;\n \n if (u_int0 == 1) {\n // Grainy mode: pure hash noise (no interpolation = no banding)\n g = toGaussian(grainPixel);\n grainRGB = vec3(\n toGaussian(grainPixel, 100u),\n toGaussian(grainPixel, 200u),\n toGaussian(grainPixel, 300u)\n );\n } else {\n // Smooth mode: interpolated with quintic curve\n g = smoothNoise(grainUV);\n grainRGB = vec3(\n smoothNoise(grainUV, 100u),\n smoothNoise(grainUV, 200u),\n smoothNoise(grainUV, 300u)\n );\n }\n \n // Luminance weighting (less grain in highlights)\n float lumWeight = mix(1.0, 1.0 - luma, clamp(u_float3, 0.0, 1.0));\n \n // Strength\n float strength = u_float0 * 0.15;\n \n // Color vs monochrome grain\n vec3 grainColor = mix(vec3(g), grainRGB, clamp(u_float2, 0.0, 1.0));\n \n color.rgb += grainColor * strength * lumWeight;\n fragColor0 = vec4(clamp(color.rgb, 0.0, 1.0), color.a);\n}\n",
"from_input"
]
},
@ -580,8 +580,9 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image Tools/Color adjust"
"category": "Image Tools/Color adjust",
"description": "Adds procedural film grain texture for a cinematic look via GPU fragment shader."
}
]
}
}
}

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@ -3350,7 +3350,8 @@
}
],
"extra": {},
"category": "Video generation and editing/First-Last-Frame to Video"
"category": "Video generation and editing/First-Last-Frame to Video",
"description": "Generates a video interpolating between first and last keyframes using LTX-2.3."
}
]
},

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@ -575,8 +575,9 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image Tools/Color adjust"
"category": "Image Tools/Color adjust",
"description": "Adds a glow/bloom effect around bright image areas via GPU fragment shader."
}
]
}
}
}

View File

@ -752,8 +752,9 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image Tools/Color adjust"
"category": "Image Tools/Color adjust",
"description": "Adjusts hue, saturation, and lightness of an image using a real-time GPU fragment shader."
}
]
}
}
}

View File

@ -374,8 +374,9 @@
"extra": {
"workflowRendererVersion": "LG"
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"category": "Image Tools/Blur"
"category": "Image Tools/Blur",
"description": "Applies Gaussian blur to soften an image or simulate depth-of-field effects."
}
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}
}
}

View File

@ -310,8 +310,9 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Text generation/Image Captioning"
"category": "Text generation/Image Captioning",
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}
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}

View File

@ -315,8 +315,9 @@
"extra": {
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"category": "Image Tools/Color adjust"
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}
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}

View File

@ -2138,7 +2138,8 @@
"extra": {
"workflowRendererVersion": "LG"
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"category": "Image generation and editing/Edit image"
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},

View File

@ -1472,7 +1472,8 @@
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"workflowRendererVersion": "LG"
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"category": "Image generation and editing/Edit image"
"category": "Image generation and editing/Edit image",
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},
{
"id": "6007e698-2ebd-4917-84d8-299b35d7b7ab",
@ -1821,7 +1822,8 @@
],
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},
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},

View File

@ -1417,7 +1417,8 @@
}
],
"extra": {},
"category": "Image generation and editing/Edit image"
"category": "Image generation and editing/Edit image",
"description": "Edits images via text instructions using LongCat Image Edit, an instruction-following image editing diffusion model."
}
]
},

View File

@ -1468,7 +1468,8 @@
"VHS_MetadataImage": true,
"VHS_KeepIntermediate": true
},
"category": "Image generation and editing/Edit image"
"category": "Image generation and editing/Edit image",
"description": "Edits images via text instructions using Qwen-Image-Edit-2511 with improved character consistency and integrated LoRA."
}
]
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@ -1489,4 +1490,4 @@
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}

View File

@ -1188,7 +1188,8 @@
"extra": {
"workflowRendererVersion": "LG"
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"category": "Image generation and editing/Inpaint image"
"category": "Image generation and editing/Inpaint image",
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}
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},

View File

@ -1548,7 +1548,8 @@
"extra": {
"workflowRendererVersion": "LG"
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"category": "Image generation and editing/Inpaint image"
"category": "Image generation and editing/Inpaint image",
"description": "Inpaints masked regions using Qwen-Image, extending its multilingual text rendering to inpainting tasks."
},
{
"id": "56a1f603-fbd2-40ed-94ef-c9ecbd96aca8",
@ -1907,7 +1908,8 @@
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},
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},

View File

@ -742,9 +742,10 @@
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"workflowRendererVersion": "LG"
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"category": "Image Tools/Color adjust"
"category": "Image Tools/Color adjust",
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}
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},
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}

View File

@ -1919,7 +1919,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image generation and editing/Outpaint image"
"category": "Image generation and editing/Outpaint image",
"description": "Outpaints beyond image boundaries using Qwen-Image's outpainting capabilities."
},
{
"id": "f93c215e-c393-460e-9534-ed2c3d8a652e",
@ -2278,7 +2279,8 @@
],
"extra": {
"workflowRendererVersion": "LG"
}
},
"description": "Expands and softens mask edges to reduce visible seams after image processing."
},
{
"id": "2a4b2cc0-db37-4302-a067-da392f38f06b",
@ -2733,7 +2735,8 @@
],
"extra": {
"workflowRendererVersion": "LG"
}
},
"description": "Scales both image and mask together while preserving alignment for editing workflows."
}
]
},

View File

@ -1302,7 +1302,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image generation and editing/Enhance"
"category": "Image generation and editing/Enhance",
"description": "Upscales images to higher resolution using Z-Image-Turbo."
}
]
},
@ -1311,4 +1312,4 @@
"workflowRendererVersion": "LG"
},
"version": 0.4
}
}

View File

@ -948,7 +948,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image generation and editing/Depth to image"
"category": "Image generation and editing/Depth to image",
"description": "Estimates a monocular depth map from an input image using the Lotus depth estimation model."
}
]
},
@ -964,4 +965,4 @@
"workflowRendererVersion": "LG"
},
"version": 0.4
}
}

View File

@ -1586,7 +1586,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image generation and editing/Image to layers"
"category": "Image generation and editing/Image to layers",
"description": "Decomposes an image into variable-resolution RGBA layers for independent editing using Qwen-Image-Layered."
}
]
},

View File

@ -765,7 +765,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "3D/Image to 3D Model"
"category": "3D/Image to 3D Model",
"description": "Generates 3D mesh models from a single input image using Hunyuan3D 2.0/2.1."
}
]
},
@ -781,4 +782,4 @@
"workflowRendererVersion": "LG"
},
"version": 0.4
}
}

View File

@ -4223,7 +4223,8 @@
"extra": {
"workflowRendererVersion": "Vue-corrected"
},
"category": "Video generation and editing/Image to video"
"category": "Video generation and editing/Image to video",
"description": "Generates video from a single input image using LTX-2.3."
}
]
},

View File

@ -825,7 +825,7 @@
}
},
"widgets_values": [
"色调艳丽过曝静态细节模糊不清字幕风格作品画作画面静止整体发灰最差质量低质量JPEG压缩残留丑陋的残缺的多余的手指画得不好的手部画得不好的脸部畸形的毁容的形态畸形的肢体手指融合静止不动的画面杂乱的背景三条腿背景人很多倒着走"
"\u8272\u8c03\u8273\u4e3d\uff0c\u8fc7\u66dd\uff0c\u9759\u6001\uff0c\u7ec6\u8282\u6a21\u7cca\u4e0d\u6e05\uff0c\u5b57\u5e55\uff0c\u98ce\u683c\uff0c\u4f5c\u54c1\uff0c\u753b\u4f5c\uff0c\u753b\u9762\uff0c\u9759\u6b62\uff0c\u6574\u4f53\u53d1\u7070\uff0c\u6700\u5dee\u8d28\u91cf\uff0c\u4f4e\u8d28\u91cf\uff0cJPEG\u538b\u7f29\u6b8b\u7559\uff0c\u4e11\u964b\u7684\uff0c\u6b8b\u7f3a\u7684\uff0c\u591a\u4f59\u7684\u624b\u6307\uff0c\u753b\u5f97\u4e0d\u597d\u7684\u624b\u90e8\uff0c\u753b\u5f97\u4e0d\u597d\u7684\u8138\u90e8\uff0c\u7578\u5f62\u7684\uff0c\u6bc1\u5bb9\u7684\uff0c\u5f62\u6001\u7578\u5f62\u7684\u80a2\u4f53\uff0c\u624b\u6307\u878d\u5408\uff0c\u9759\u6b62\u4e0d\u52a8\u7684\u753b\u9762\uff0c\u6742\u4e71\u7684\u80cc\u666f\uff0c\u4e09\u6761\u817f\uff0c\u80cc\u666f\u4eba\u5f88\u591a\uff0c\u5012\u7740\u8d70"
],
"color": "#322",
"bgcolor": "#533"
@ -1525,7 +1525,7 @@
}
},
"widgets_values": [
"## GPU:RTX4090D 24GB\n\n| Model | Size |VRAM Usage | 1st Generation | 2nd Generation |\n|---------------------|-------|-----------|---------------|-----------------|\n| fp8_scaled |640*640| 84% | ≈ 536s | ≈ 513s |\n| fp8_scaled + 4steps LoRA | 640*640 | 83% | ≈ 97s | ≈ 71s |"
"## GPU:RTX4090D 24GB\n\n| Model | Size |VRAM Usage | 1st Generation | 2nd Generation |\n|---------------------|-------|-----------|---------------|-----------------|\n| fp8_scaled |640*640| 84% | \u2248 536s | \u2248 513s |\n| fp8_scaled + 4steps LoRA | 640*640 | 83% | \u2248 97s | \u2248 71s |"
],
"color": "#222",
"bgcolor": "#000"
@ -1555,7 +1555,7 @@
}
},
"widgets_values": [
"[Tutorial](https://docs.comfy.org/tutorials/video/wan/wan2_2\n)\n\n**Diffusion Model**\n- [wan2.2_i2v_high_noise_14B_fp8_scaled.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/diffusion_models/wan2.2_i2v_high_noise_14B_fp8_scaled.safetensors)\n- [wan2.2_i2v_low_noise_14B_fp8_scaled.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/diffusion_models/wan2.2_i2v_low_noise_14B_fp8_scaled.safetensors)\n\n**LoRA**\n- [wan2.2_i2v_lightx2v_4steps_lora_v1_low_noise.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/loras/wan2.2_i2v_lightx2v_4steps_lora_v1_low_noise.safetensors)\n- [wan2.2_i2v_lightx2v_4steps_lora_v1_high_noise.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/loras/wan2.2_i2v_lightx2v_4steps_lora_v1_high_noise.safetensors)\n\n**VAE**\n- [wan_2.1_vae.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/vae/wan_2.1_vae.safetensors)\n\n**Text Encoder** \n- [umt5_xxl_fp8_e4m3fn_scaled.safetensors](https://huggingface.co/Comfy-Org/Wan_2.1_ComfyUI_repackaged/resolve/main/split_files/text_encoders/umt5_xxl_fp8_e4m3fn_scaled.safetensors)\n\n\nFile save location\n\n```\nComfyUI/\n├───📂 models/\n│ ├───📂 diffusion_models/\n│ │ ├─── wan2.2_i2v_low_noise_14B_fp8_scaled.safetensors\n│ │ └─── wan2.2_i2v_high_noise_14B_fp8_scaled.safetensors\n│ ├───📂 loras/\n│ │ ├─── wan2.2_i2v_lightx2v_4steps_lora_v1_low_noise.safetensors\n│ │ └─── wan2.2_i2v_lightx2v_4steps_lora_v1_low_noise.safetensors\n│ ├───📂 text_encoders/\n│ │ └─── umt5_xxl_fp8_e4m3fn_scaled.safetensors \n│ └───📂 vae/\n│ └── wan_2.1_vae.safetensors\n```\n"
"[Tutorial](https://docs.comfy.org/tutorials/video/wan/wan2_2\n)\n\n**Diffusion Model**\n- [wan2.2_i2v_high_noise_14B_fp8_scaled.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/diffusion_models/wan2.2_i2v_high_noise_14B_fp8_scaled.safetensors)\n- [wan2.2_i2v_low_noise_14B_fp8_scaled.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/diffusion_models/wan2.2_i2v_low_noise_14B_fp8_scaled.safetensors)\n\n**LoRA**\n- [wan2.2_i2v_lightx2v_4steps_lora_v1_low_noise.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/loras/wan2.2_i2v_lightx2v_4steps_lora_v1_low_noise.safetensors)\n- [wan2.2_i2v_lightx2v_4steps_lora_v1_high_noise.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/loras/wan2.2_i2v_lightx2v_4steps_lora_v1_high_noise.safetensors)\n\n**VAE**\n- [wan_2.1_vae.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/vae/wan_2.1_vae.safetensors)\n\n**Text Encoder** \n- [umt5_xxl_fp8_e4m3fn_scaled.safetensors](https://huggingface.co/Comfy-Org/Wan_2.1_ComfyUI_repackaged/resolve/main/split_files/text_encoders/umt5_xxl_fp8_e4m3fn_scaled.safetensors)\n\n\nFile save location\n\n```\nComfyUI/\n\u251c\u2500\u2500\u2500\ud83d\udcc2 models/\n\u2502 \u251c\u2500\u2500\u2500\ud83d\udcc2 diffusion_models/\n\u2502 \u2502 \u251c\u2500\u2500\u2500 wan2.2_i2v_low_noise_14B_fp8_scaled.safetensors\n\u2502 \u2502 \u2514\u2500\u2500\u2500 wan2.2_i2v_high_noise_14B_fp8_scaled.safetensors\n\u2502 \u251c\u2500\u2500\u2500\ud83d\udcc2 loras/\n\u2502 \u2502 \u251c\u2500\u2500\u2500 wan2.2_i2v_lightx2v_4steps_lora_v1_low_noise.safetensors\n\u2502 \u2502 \u2514\u2500\u2500\u2500 wan2.2_i2v_lightx2v_4steps_lora_v1_low_noise.safetensors\n\u2502 \u251c\u2500\u2500\u2500\ud83d\udcc2 text_encoders/\n\u2502 \u2502 \u2514\u2500\u2500\u2500 umt5_xxl_fp8_e4m3fn_scaled.safetensors \n\u2502 \u2514\u2500\u2500\u2500\ud83d\udcc2 vae/\n\u2502 \u2514\u2500\u2500 wan_2.1_vae.safetensors\n```\n"
],
"color": "#222",
"bgcolor": "#000"
@ -2027,7 +2027,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Video generation and editing/Image to video"
"category": "Video generation and editing/Image to video",
"description": "Generates video from an image and text prompt using Wan2.2, supporting T2V and I2V."
}
]
},
@ -2049,4 +2050,4 @@
"ue_links": []
},
"version": 0.4
}
}

View File

@ -1298,7 +1298,8 @@
"VHS_MetadataImage": true,
"VHS_KeepIntermediate": true
},
"category": "Image generation and editing/Pose to image"
"category": "Image generation and editing/Pose to image",
"description": "Generates an image from pose keypoints using Z-Image-Turbo with text conditioning."
}
]
},
@ -1319,4 +1320,4 @@
}
},
"version": 0.4
}
}

View File

@ -3870,7 +3870,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Video generation and editing/Pose to video"
"category": "Video generation and editing/Pose to video",
"description": "Generates video from pose reference frames using LTX-2, with optional synchronized audio."
}
]
},

View File

@ -270,9 +270,10 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Text generation/Prompt enhance"
"category": "Text generation/Prompt enhance",
"description": "Expands short text prompts into detailed descriptions using a text generation model for better generation quality."
}
]
},
"extra": {}
}
}

View File

@ -267,7 +267,7 @@
"Node name for S&R": "GLSLShader"
},
"widgets_values": [
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform float u_float0; // strength [0.0 2.0] typical: 0.31.0\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nvoid main() {\n vec2 texel = 1.0 / vec2(textureSize(u_image0, 0));\n \n // Sample center and neighbors\n vec4 center = texture(u_image0, v_texCoord);\n vec4 top = texture(u_image0, v_texCoord + vec2( 0.0, -texel.y));\n vec4 bottom = texture(u_image0, v_texCoord + vec2( 0.0, texel.y));\n vec4 left = texture(u_image0, v_texCoord + vec2(-texel.x, 0.0));\n vec4 right = texture(u_image0, v_texCoord + vec2( texel.x, 0.0));\n \n // Edge enhancement (Laplacian)\n vec4 edges = center * 4.0 - top - bottom - left - right;\n \n // Add edges back scaled by strength\n vec4 sharpened = center + edges * u_float0;\n \n fragColor0 = vec4(clamp(sharpened.rgb, 0.0, 1.0), center.a);\n}",
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform float u_float0; // strength [0.0 \u2013 2.0] typical: 0.3\u20131.0\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nvoid main() {\n vec2 texel = 1.0 / vec2(textureSize(u_image0, 0));\n \n // Sample center and neighbors\n vec4 center = texture(u_image0, v_texCoord);\n vec4 top = texture(u_image0, v_texCoord + vec2( 0.0, -texel.y));\n vec4 bottom = texture(u_image0, v_texCoord + vec2( 0.0, texel.y));\n vec4 left = texture(u_image0, v_texCoord + vec2(-texel.x, 0.0));\n vec4 right = texture(u_image0, v_texCoord + vec2( texel.x, 0.0));\n \n // Edge enhancement (Laplacian)\n vec4 edges = center * 4.0 - top - bottom - left - right;\n \n // Add edges back scaled by strength\n vec4 sharpened = center + edges * u_float0;\n \n fragColor0 = vec4(clamp(sharpened.rgb, 0.0, 1.0), center.a);\n}",
"from_input"
]
}
@ -302,8 +302,9 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image Tools/Sharpen"
"category": "Image Tools/Sharpen",
"description": "Sharpens image details using a GPU fragment shader for enhanced clarity."
}
]
}
}
}

View File

@ -1502,7 +1502,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Audio/Music generation"
"category": "Audio/Music generation",
"description": "Generates audio/music from text prompts using ACE-Step 1.5, a diffusion-based audio generation model."
}
]
},
@ -1518,4 +1519,4 @@
}
},
"version": 0.4
}
}

View File

@ -1029,7 +1029,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image generation and editing/Text to image"
"category": "Image generation and editing/Text to image",
"description": "Generates images from text prompts using Flux.1 [dev], BFL's 12B diffusion model."
}
]
},

View File

@ -1023,7 +1023,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image generation and editing/Text to image"
"category": "Image generation and editing/Text to image",
"description": "Generates images from text prompts using Flux.1 Krea Dev, a BFL \u00d7 Krea collaboration variant."
}
]
},

View File

@ -1104,7 +1104,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image generation and editing/Text to image"
"category": "Image generation and editing/Text to image",
"description": "Generates images from text prompts using NetaYume Lumina, a Lumina-Next variant fine-tuned for anime-style and illustration generation."
},
{
"id": "a07fdf06-1bda-4dac-bdbd-63ee8ebca1c9",
@ -1458,7 +1459,8 @@
],
"extra": {
"workflowRendererVersion": "LG"
}
},
"description": "Encodes a negative text prompt via CLIP for classifier-free guidance in anime-style generation (NetaYume Lumina)."
}
]
},

View File

@ -751,7 +751,7 @@
"secondTabWidth": 65
},
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"低分辨率低画质肢体畸形手指畸形画面过饱和蜡像感人脸无细节过度光滑画面具有AI感。构图混乱。文字模糊扭曲"
"\u4f4e\u5206\u8fa8\u7387\uff0c\u4f4e\u753b\u8d28\uff0c\u80a2\u4f53\u7578\u5f62\uff0c\u624b\u6307\u7578\u5f62\uff0c\u753b\u9762\u8fc7\u9971\u548c\uff0c\u8721\u50cf\u611f\uff0c\u4eba\u8138\u65e0\u7ec6\u8282\uff0c\u8fc7\u5ea6\u5149\u6ed1\uff0c\u753b\u9762\u5177\u6709AI\u611f\u3002\u6784\u56fe\u6df7\u4e71\u3002\u6587\u5b57\u6a21\u7cca\uff0c\u626d\u66f2"
],
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@ -1941,7 +1941,8 @@
"extra": {
"workflowRendererVersion": "Vue-corrected"
},
"category": "Image generation and editing/Text to image"
"category": "Image generation and editing/Text to image",
"description": "Generates images from text prompts using Qwen-Image-2512, with enhanced human realism and finer natural detail over the base version."
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View File

@ -1873,7 +1873,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image generation and editing/Text to image"
"category": "Image generation and editing/Text to image",
"description": "Generates images from text prompts using Qwen-Image, Alibaba's 20B MMDiT model with excellent multilingual text rendering."
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View File

@ -1054,7 +1054,8 @@
"extra": {
"workflowRendererVersion": "LG"
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"category": "Image generation and editing/Text to image"
"category": "Image generation and editing/Text to image",
"description": "Generates images from text prompts using Z-Image-Turbo, Alibaba's distilled 6B DiT model."
}
]
},
@ -1075,4 +1076,4 @@
}
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@ -4286,7 +4286,8 @@
"extra": {
"workflowRendererVersion": "Vue-corrected"
},
"category": "Video generation and editing/Text to video"
"category": "Video generation and editing/Text to video",
"description": "Generates video from text prompts using LTX-2.3, Lightricks' video diffusion model."
}
]
},

View File

@ -1160,7 +1160,7 @@
"title": "Model Links",
"properties": {},
"widgets_values": [
"[Tutorial](https://docs.comfy.org/tutorials/video/wan/wan2_2\n) | [教程](https://docs.comfy.org/zh-CN/tutorials/video/wan/wan2_2\n)\n\n**Diffusion Model** \n- [wan2.2_t2v_high_noise_14B_fp8_scaled.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/diffusion_models/wan2.2_t2v_high_noise_14B_fp8_scaled.safetensors)\n- [wan2.2_t2v_low_noise_14B_fp8_scaled.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/diffusion_models/wan2.2_t2v_low_noise_14B_fp8_scaled.safetensors)\n\n**LoRA**\n\n- [wan2.2_t2v_lightx2v_4steps_lora_v1.1_high_noise.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/loras/wan2.2_t2v_lightx2v_4steps_lora_v1.1_high_noise.safetensors)\n- [wan2.2_t2v_lightx2v_4steps_lora_v1.1_low_noise.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/loras/wan2.2_t2v_lightx2v_4steps_lora_v1.1_low_noise.safetensors)\n\n**VAE**\n- [wan_2.1_vae.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/vae/wan_2.1_vae.safetensors)\n\n**Text Encoder** \n- [umt5_xxl_fp8_e4m3fn_scaled.safetensors](https://huggingface.co/Comfy-Org/Wan_2.1_ComfyUI_repackaged/resolve/main/split_files/text_encoders/umt5_xxl_fp8_e4m3fn_scaled.safetensors)\n\n\nFile save location\n\n```\nComfyUI/\n├───📂 models/\n│ ├───📂 diffusion_models/\n│ │ ├─── wan2.2_t2v_low_noise_14B_fp8_scaled.safetensors\n│ │ └─── wan2.2_t2v_high_noise_14B_fp8_scaled.safetensors\n│ ├───📂 loras/\n│ │ ├───wan2.2_t2v_lightx2v_4steps_lora_v1.1_low_noise.safetensors\n│ │ └───wan2.2_t2v_lightx2v_4steps_lora_v1.1_high_noise.safetensors\n│ ├───📂 text_encoders/\n│ │ └─── umt5_xxl_fp8_e4m3fn_scaled.safetensors \n│ └───📂 vae/\n│ └── wan_2.1_vae.safetensors\n```\n"
"[Tutorial](https://docs.comfy.org/tutorials/video/wan/wan2_2\n) | [\u6559\u7a0b](https://docs.comfy.org/zh-CN/tutorials/video/wan/wan2_2\n)\n\n**Diffusion Model** \n- [wan2.2_t2v_high_noise_14B_fp8_scaled.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/diffusion_models/wan2.2_t2v_high_noise_14B_fp8_scaled.safetensors)\n- [wan2.2_t2v_low_noise_14B_fp8_scaled.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/diffusion_models/wan2.2_t2v_low_noise_14B_fp8_scaled.safetensors)\n\n**LoRA**\n\n- [wan2.2_t2v_lightx2v_4steps_lora_v1.1_high_noise.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/loras/wan2.2_t2v_lightx2v_4steps_lora_v1.1_high_noise.safetensors)\n- [wan2.2_t2v_lightx2v_4steps_lora_v1.1_low_noise.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/loras/wan2.2_t2v_lightx2v_4steps_lora_v1.1_low_noise.safetensors)\n\n**VAE**\n- [wan_2.1_vae.safetensors](https://huggingface.co/Comfy-Org/Wan_2.2_ComfyUI_Repackaged/resolve/main/split_files/vae/wan_2.1_vae.safetensors)\n\n**Text Encoder** \n- [umt5_xxl_fp8_e4m3fn_scaled.safetensors](https://huggingface.co/Comfy-Org/Wan_2.1_ComfyUI_repackaged/resolve/main/split_files/text_encoders/umt5_xxl_fp8_e4m3fn_scaled.safetensors)\n\n\nFile save location\n\n```\nComfyUI/\n\u251c\u2500\u2500\u2500\ud83d\udcc2 models/\n\u2502 \u251c\u2500\u2500\u2500\ud83d\udcc2 diffusion_models/\n\u2502 \u2502 \u251c\u2500\u2500\u2500 wan2.2_t2v_low_noise_14B_fp8_scaled.safetensors\n\u2502 \u2502 \u2514\u2500\u2500\u2500 wan2.2_t2v_high_noise_14B_fp8_scaled.safetensors\n\u2502 \u251c\u2500\u2500\u2500\ud83d\udcc2 loras/\n\u2502 \u2502 \u251c\u2500\u2500\u2500wan2.2_t2v_lightx2v_4steps_lora_v1.1_low_noise.safetensors\n\u2502 \u2502 \u2514\u2500\u2500\u2500wan2.2_t2v_lightx2v_4steps_lora_v1.1_high_noise.safetensors\n\u2502 \u251c\u2500\u2500\u2500\ud83d\udcc2 text_encoders/\n\u2502 \u2502 \u2514\u2500\u2500\u2500 umt5_xxl_fp8_e4m3fn_scaled.safetensors \n\u2502 \u2514\u2500\u2500\u2500\ud83d\udcc2 vae/\n\u2502 \u2514\u2500\u2500 wan_2.1_vae.safetensors\n```\n"
],
"color": "#222",
"bgcolor": "#000"
@ -1263,7 +1263,7 @@
"Node name for S&R": "CLIPTextEncode"
},
"widgets_values": [
"色调艳丽过曝静态细节模糊不清字幕风格作品画作画面静止整体发灰最差质量低质量JPEG压缩残留丑陋的残缺的多余的手指画得不好的手部画得不好的脸部畸形的毁容的形态畸形的肢体手指融合静止不动的画面杂乱的背景三条腿背景人很多倒着走裸露NSFW"
"\u8272\u8c03\u8273\u4e3d\uff0c\u8fc7\u66dd\uff0c\u9759\u6001\uff0c\u7ec6\u8282\u6a21\u7cca\u4e0d\u6e05\uff0c\u5b57\u5e55\uff0c\u98ce\u683c\uff0c\u4f5c\u54c1\uff0c\u753b\u4f5c\uff0c\u753b\u9762\uff0c\u9759\u6b62\uff0c\u6574\u4f53\u53d1\u7070\uff0c\u6700\u5dee\u8d28\u91cf\uff0c\u4f4e\u8d28\u91cf\uff0cJPEG\u538b\u7f29\u6b8b\u7559\uff0c\u4e11\u964b\u7684\uff0c\u6b8b\u7f3a\u7684\uff0c\u591a\u4f59\u7684\u624b\u6307\uff0c\u753b\u5f97\u4e0d\u597d\u7684\u624b\u90e8\uff0c\u753b\u5f97\u4e0d\u597d\u7684\u8138\u90e8\uff0c\u7578\u5f62\u7684\uff0c\u6bc1\u5bb9\u7684\uff0c\u5f62\u6001\u7578\u5f62\u7684\u80a2\u4f53\uff0c\u624b\u6307\u878d\u5408\uff0c\u9759\u6b62\u4e0d\u52a8\u7684\u753b\u9762\uff0c\u6742\u4e71\u7684\u80cc\u666f\uff0c\u4e09\u6761\u817f\uff0c\u80cc\u666f\u4eba\u5f88\u591a\uff0c\u5012\u7740\u8d70\uff0c\u88f8\u9732\uff0cNSFW"
],
"color": "#322",
"bgcolor": "#533"
@ -1572,7 +1572,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Video generation and editing/Text to video"
"category": "Video generation and editing/Text to video",
"description": "Generates video from text prompts using Wan2.2, Alibaba's diffusion video model."
}
]
},
@ -1586,4 +1587,4 @@
"VHS_KeepIntermediate": true
},
"version": 0.4
}
}

View File

@ -434,8 +434,9 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Image Tools/Sharpen"
"category": "Image Tools/Sharpen",
"description": "Enhances edge contrast via unsharp masking for a sharper image appearance."
}
]
}
}
}

View File

@ -307,8 +307,9 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Text generation/Video Captioning"
"category": "Text generation/Video Captioning",
"description": "Generates descriptive captions for video input using Google Gemini's multimodal LLM."
}
]
}
}
}

View File

@ -1116,7 +1116,7 @@
"title": "About Video Size",
"properties": {},
"widgets_values": [
"| Model | 480P | 720P |\n| ------------------------------------------------------------ | ---- | ---- |\n| [VACE-1.3B](https://huggingface.co/Wan-AI/Wan2.1-VACE-1.3B) | ✅ | ❌ |\n| [VACE-14B](https://huggingface.co/Wan-AI/Wan2.1-VACE-14B) | ✅ | ✅ |"
"| Model | 480P | 720P |\n| ------------------------------------------------------------ | ---- | ---- |\n| [VACE-1.3B](https://huggingface.co/Wan-AI/Wan2.1-VACE-1.3B) | \u2705 | \u274c |\n| [VACE-14B](https://huggingface.co/Wan-AI/Wan2.1-VACE-14B) | \u2705 | \u2705 |"
],
"color": "#432",
"bgcolor": "#000"
@ -1516,7 +1516,7 @@
"widget_ue_connectable": {}
},
"widgets_values": [
"Currently, it's difficult to perfectly draw dynamic masks for different frames using only core nodes. However, to avoid requiring users to install additional custom nodes, our templates only use core nodes. You can refer to this implementation idea to achieve video inpainting.\n\nYou can use KJNodes Points Editor and Sam2Segmentation to create some dynamic mask functions.\n\nCustom node links:\n- [ComfyUI-KJNodes](https://github.com/kijai/ComfyUI-KJNodes)\n- [ComfyUI-segment-anything-2](https://github.com/kijai/ComfyUI-segment-anything-2)"
"Currently, it's difficult to perfectly draw dynamic masks for different frames using only core nodes. However, to avoid requiring users to install additional custom nodes, our templates only use core nodes. You can refer to this implementation idea to achieve video inpainting.\n\nYou can use KJNode\u2019s Points Editor and Sam2Segmentation to create some dynamic mask functions.\n\nCustom node links:\n- [ComfyUI-KJNodes](https://github.com/kijai/ComfyUI-KJNodes)\n- [ComfyUI-segment-anything-2](https://github.com/kijai/ComfyUI-segment-anything-2)"
],
"color": "#432",
"bgcolor": "#000"
@ -1578,7 +1578,7 @@
"widget_ue_connectable": {}
},
"widgets_values": [
"过曝静态细节模糊不清字幕风格作品画作画面静止整体发灰最差质量低质量JPEG压缩残留丑陋的残缺的多余的手指画得不好的手部画得不好的脸部畸形的毁容的形态畸形的肢体手指融合静止不动的画面杂乱的背景三条腿背景人很多倒着走,过曝,"
"\u8fc7\u66dd\uff0c\u9759\u6001\uff0c\u7ec6\u8282\u6a21\u7cca\u4e0d\u6e05\uff0c\u5b57\u5e55\uff0c\u98ce\u683c\uff0c\u4f5c\u54c1\uff0c\u753b\u4f5c\uff0c\u753b\u9762\uff0c\u9759\u6b62\uff0c\u6574\u4f53\u53d1\u7070\uff0c\u6700\u5dee\u8d28\u91cf\uff0c\u4f4e\u8d28\u91cf\uff0cJPEG\u538b\u7f29\u6b8b\u7559\uff0c\u4e11\u964b\u7684\uff0c\u6b8b\u7f3a\u7684\uff0c\u591a\u4f59\u7684\u624b\u6307\uff0c\u753b\u5f97\u4e0d\u597d\u7684\u624b\u90e8\uff0c\u753b\u5f97\u4e0d\u597d\u7684\u8138\u90e8\uff0c\u7578\u5f62\u7684\uff0c\u6bc1\u5bb9\u7684\uff0c\u5f62\u6001\u7578\u5f62\u7684\u80a2\u4f53\uff0c\u624b\u6307\u878d\u5408\uff0c\u9759\u6b62\u4e0d\u52a8\u7684\u753b\u9762\uff0c\u6742\u4e71\u7684\u80cc\u666f\uff0c\u4e09\u6761\u817f\uff0c\u80cc\u666f\u4eba\u5f88\u591a\uff0c\u5012\u7740\u8d70,\u8fc7\u66dd\uff0c"
],
"color": "#223",
"bgcolor": "#335"
@ -2368,7 +2368,8 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Video generation and editing/Inpaint video"
"category": "Video generation and editing/Inpaint video",
"description": "Inpaints masked regions in video frames using Wan2.1 VACE."
}
]
},
@ -2384,4 +2385,4 @@
}
},
"version": 0.4
}
}

View File

@ -584,8 +584,9 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Video Tools/Stitch videos"
"category": "Video Tools/Stitch videos",
"description": "Stitches multiple video clips into a single sequential video file."
}
]
}
}
}

View File

@ -412,9 +412,10 @@
"extra": {
"workflowRendererVersion": "LG"
},
"category": "Video generation and editing/Enhance video"
"category": "Video generation and editing/Enhance video",
"description": "Upscales video to 4\u00d7 resolution using a GAN-based upscaling model."
}
]
},
"extra": {}
}
}