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AEmotionStudio-ComfyUI-Shad…/core/schedule.py
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Æmotion StudioandClaude Opus 5 2fed935313 feat: sample part of a schedule, so a run can be split
MiniMax H3 fixes faces with a latent upscale partway through the run, which
means splitting the generation: some steps, the upscaler, then the rest. The
sampler could only ever run a schedule end to end, so getting the upscaler in
meant dropping shader noise out of the workflow entirely.

Four inputs, the same ones KSampler (Advanced) has: add_noise, start_at_step,
end_at_step and return_with_leftover_noise. They land at the tail of the
optional block, because ComfyUI maps saved widget values by position.

The machinery was already there. The pipeline builds one sigma schedule and
samples it in segments, slicing sigmas[start:end + 1] for each; a window is
that same slicing applied once more at the outer edges. Indices stay absolute,
so the per-segment seed still comes out as seed + start -- which means a split
run draws the same ancestral and SDE noise as the unsplit one it came from.

Decisions worth naming:

- Stages spread across the steps the node actually samples, not the whole
  schedule. Two stages over a three-step window are two stages in those three
  steps; spread over the schedule, one would land outside the window and never
  fire. merge_boundaries takes the window's own edges for this, and its first
  parameter is renamed end_step to say so -- measuring the tail against the
  schedule length instead would leave a 1-step tail inside a long window.

- stage_progression keeps measuring position in the whole trajectory, so a node
  running the last three steps of seven gets the fine end of coarse_to_fine
  rather than a fresh coarse-to-fine sweep of its own.

- With add_noise off the opening boundary is not painted. The latent already
  carries its noise from whatever ran before, and the shader on a zero tensor
  would add back exactly what was turned off. Later boundaries still paint,
  since their noise is recovered from the latent rather than made here. The
  refusal for an unpaintable latent weighs only the stages that will actually
  be painted, so it no longer rejects a latent on behalf of noise nobody makes.

Two things fixed on the way:

- force_full_denoise was dead. KSampler.sample only reads it alongside
  last_step, and this code passes sigmas= with last_step unset, so it was
  discarded on every call. The window's zeroed sigma tail is what does that job
  now. The golden fixtures recorded the flag, so they are re-captured; every
  sigma, noise tensor, seed and output across all thirteen is unchanged, which
  was checked before blessing them.

- The progress bar counted the schedule rather than the steps being run.
  ProgressBar takes its total from the callback, so a windowed run would have
  started part-filled and stopped short of the end. At the defaults the numbers
  are identical to before.

A schedule with fewer than two sigmas now returns the latent instead of being
handed to the sampler, which is what denoise 0.0 builds.

Verified against comfy.samplers.KSampler itself across seven start/end/leftover
combinations, requiring the sigmas to match bit for bit -- the parity that lets
this node sit on one side of a split and a stock KSampler (Advanced) on the
other. Two golden fixtures cover the two halves. Also run for real on H3:
4 steps, latent upscale, 3 steps, 896x896x124 with audio, in the new
example_workflows/MiniMaxH3_Split_Upscale_SNK_Direct.json.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-22 00:27:18 -07:00

194 lines
7.3 KiB
Python

"""
Sampling schedule for the standard pipeline.
One sigma schedule is built for the whole run and split into segments at the
points where new shader noise enters. Legacy instead ran every stage as its own
complete sampling pass: each stage restarted from maximum noise, so on flow
models (noise_scaling is `sigma * noise + (1 - sigma) * latent`, and sigma is
1.0 at the start) the previous stage's result was multiplied by zero. Two
sequential stages were therefore a half-length generation, not two halves of
one.
The boundaries here are indices into that single schedule, so stages become
segments of one trajectory.
"""
import math
from typing import List, Optional, Sequence, Tuple
import torch
import comfy.samplers
# A segment shorter than this cannot denoise anything meaningful. Legacy's
# injection points produced ranges like (19, 20) for 20 steps with 3 stages,
# making the final image a single step from full noise.
MIN_SEGMENT_STEPS = 2
SUPPORTED_DISTRIBUTIONS = (
"uniform", "linear_decrease", "linear_increase", "gaussian",
"first_stronger", "last_stronger",
)
def stage_strengths(base_strength: float, num_stages: int, distribution: str) -> List[float]:
"""Shader strength per stage, following the chosen distribution curve."""
if num_stages <= 0:
return []
if num_stages == 1:
return [base_strength]
span = num_stages - 1
min_factor = 0.25 # keep every stage audible rather than fading one to nothing
if distribution == "linear_decrease":
factors = [max(1.0 - i / span, min_factor) for i in range(num_stages)]
elif distribution == "linear_increase":
factors = [max(i / span, min_factor) for i in range(num_stages)]
elif distribution == "gaussian":
mid, std_dev = span / 2.0, num_stages / 3.0
factors = [math.exp(-((i - mid) ** 2) / (2 * std_dev ** 2)) for i in range(num_stages)]
elif distribution == "first_stronger":
factors = [math.exp(-i) for i in range(num_stages)]
elif distribution == "last_stronger":
factors = [math.exp(i - span) for i in range(num_stages)]
else: # "uniform" and anything unrecognised
factors = [1.0] * num_stages
return [base_strength * f for f in factors]
def sequential_starts(total_steps: int, num_stages: int) -> List[int]:
"""First step of each sequential stage, spread evenly across the schedule."""
if num_stages <= 1:
return [0]
return [int(i * total_steps / num_stages) for i in range(num_stages)]
def injection_points(total_steps: int, num_stages: int) -> List[int]:
"""
Steps at which injection stages add shader noise.
These are interior points: injecting at step 0 is what a sequential stage
already does, and injecting at the last step leaves nothing to sample.
"""
if num_stages <= 0:
return []
return [int(round((i + 1) * total_steps / (num_stages + 1))) for i in range(num_stages)]
def merge_boundaries(
end_step: int,
starts: Sequence[int],
points: Sequence[int],
min_segment: int = MIN_SEGMENT_STEPS,
first: int = 0,
) -> List[int]:
"""
Combine stage starts and injection points into ascending segment boundaries.
Always begins at `first`, drops duplicates, and discards any boundary that
would leave a segment shorter than `min_segment` steps.
`first` and `end_step` bound the node's step window, which is the whole
schedule unless `start_at_step` or `end_at_step` narrowed it. Both must be
the window's own edges: measuring the tail against the schedule length
instead would let a boundary survive one step short of the window's end.
"""
boundaries: List[int] = []
for boundary in sorted({first, *starts, *points}):
if boundary < first or boundary >= end_step:
continue
if boundaries and boundary - boundaries[-1] < min_segment:
continue
boundaries.append(boundary)
if not boundaries:
return [first]
# The tail is a segment too: drop trailing boundaries that would truncate it.
while len(boundaries) > 1 and end_step - boundaries[-1] < min_segment:
boundaries.pop()
return boundaries
def segments(boundaries: Sequence[int], total_steps: int) -> List[Tuple[int, int]]:
"""Turn boundaries into (start, end) step ranges covering the whole schedule."""
if not boundaries:
return [(0, total_steps)]
ends = list(boundaries[1:]) + [total_steps]
return [(start, end) for start, end in zip(boundaries, ends) if end > start]
def build_sigmas(
model,
steps: int,
sampler_name: str,
scheduler: str,
denoise: float = 1.0,
custom_sigmas: Optional[torch.Tensor] = None,
) -> torch.Tensor:
"""
Build the sigma schedule for the whole run.
Custom sigmas are used as given (they define their own trajectory). Legacy
wrapped the model to override `model_sampling`, but ComfyUI reads the
schedule through `model.get_model_object("model_sampling")`, which resolves
past such a wrapper, so the supplied values never reached the sampler -- only
their count did.
Otherwise KSampler builds the schedule, which applies `denoise` (legacy
hard-coded 1.0 per stage) and the discard-penultimate-sigma samplers.
"""
if custom_sigmas is not None and torch.is_tensor(custom_sigmas) and custom_sigmas.numel() > 1:
sigmas = custom_sigmas.detach().clone().float()
if sigmas[0] < sigmas[-1]: # accept ascending input, sample descending
sigmas = sigmas.flip(0)
return sigmas
sampler = comfy.samplers.KSampler(
model,
steps=steps,
device=model.load_device,
sampler=sampler_name,
scheduler=scheduler,
denoise=denoise,
model_options=getattr(model, "model_options", {}),
)
return sampler.sigmas
# How far the zoom and detail controls move across the trajectory, as a
# multiplier on noise_scale and an offset on octaves at the far end. Modest on
# purpose: this shapes the walk, it is not meant to be a second strength knob.
PROGRESSIONS = ("uniform", "coarse_to_fine", "fine_to_coarse")
_SCALE_SPAN = (0.5, 2.0)
_OCTAVE_SPAN = (-1.0, 1.0)
def stage_shaping(progression: str, progress: float) -> dict:
"""
Per-stage overrides for a boundary `progress` of the way through the schedule.
The diffusion trajectory is not uniform -- early steps settle composition and
late steps settle detail -- but every stage has always drawn the same shader
at the same zoom. `coarse_to_fine` starts zoomed in on large features and ends
on small ones, which lines the noise up with what each part of the trajectory
is actually deciding. The README already calls noise_scale the zoom control
and octaves the detail slider; this just ties them to position.
Returns multiplicative/additive adjustments, not absolute values, so the
node's own widget settings stay the centre of the range.
"""
if progression not in PROGRESSIONS or progression == "uniform":
return {}
position = min(max(progress, 0.0), 1.0)
if progression == "fine_to_coarse":
position = 1.0 - position
scale_low, scale_high = _SCALE_SPAN
octave_low, octave_high = _OCTAVE_SPAN
return {
"scale_multiplier": scale_low + (scale_high - scale_low) * position,
"octave_offset": octave_low + (octave_high - octave_low) * position,
}