Per-step overlapping-tile sampling for 4-D image latents, blended with positive pyramid weights; tile/overlap in pixels converted via the model's latent downscale. Built from the H3TiledDiffusion wrapper pattern.
1.9 KiB
Tiled Diffusion (Image)
Tiled Diffusion (Image) is a MODEL patch for ordinary image checkpoints (SD 1.x/SDXL/Flux-family and other 4-D latent models). Every sampler step, the patched model denoises the latent in overlapping tiles and blends the per-tile predictions with positive pyramid weights, so a model can sample a canvas far larger than its native resolution (hires-fix / upscale passes) without tile seams and without the full-canvas attention cost.
Registered node type DaSiWaTiledDiffusion, category DaSiWa/Image. Written from this pack's own MiniMaxH3 per-step tiled sampler; no code from other tiled-diffusion packs.
Wiring
Load Checkpoint → Tiled Diffusion (Image) → KSampler (model). Everything else (conditioning, latent, VAE) stays as it is. Any sampler and scheduler works, because tiling happens inside the model call.
Inputs
| Input | Default | Meaning |
|---|---|---|
model |
— | Image diffusion model to patch. The clone is patched; the original stays untouched. |
tile_width / tile_height |
1024 | Tile size in pixels. Use the model's native resolution (SD 1.5: 512, SDXL/Flux: 1024). Must be a multiple of 8 and of the model's latent scale. |
overlap |
128 | Overlap of neighbouring tiles in pixels; 64 px or more blends seams away. Must be smaller than both tile sizes. |
Latents no larger than one tile are passed through with a single model call, so the patch costs nothing on small images.
Limits
- ControlNet is not supported: the wrapper raises a clear error. Remove either the ControlNet or the tiled MODEL patch.
denoise_mask(inpaint/mask sampling) and inpaint-modelc_concatlatents are sliced per tile; all other conditioning passes through unchanged.- Image latents only (B,C,H,W). Video models raise an error; use MiniMaxH3 Enhanced Upscale for H3.
- Per-step tiling multiplies the number of model forwards by the tile count; VRAM stays near one tile's cost.