Perturbation Texture, Text Bridge, Switch (two way & three way), Integer Setting Advanced, HiDream Resolution Nodes Added

This commit is contained in:
ControlAltAI
2025-06-05 07:30:36 +05:30
parent 65377b8c08
commit 47fa04d9d8
7 changed files with 528 additions and 1 deletions
+24 -1
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@@ -8,6 +8,7 @@ from .boolean_reverse_node import BooleanReverse
from .get_image_size_ratio_node import GetImageSizeRatio
from .noise_plus_blend_node import NoisePlusBlend
from .integer_settings_node import IntegerSettings
from .integer_settings_advanced_node import IntegerSettingsAdvanced
from .choose_upscale_model_node import ChooseUpscaleModel
from .region_mask_generator_node import RegionMaskGenerator
from .region_mask_validator_node import RegionMaskValidator
@@ -16,6 +17,11 @@ from .region_mask_conditioning_node import RegionMaskConditioning
from .flux_attention_control_node import FluxAttentionControl
from .region_overlay_visualizer_node import RegionOverlayVisualizer
from .flux_attention_cleanup_node import FluxAttentionCleanup
from .hidream_resolution_node import HiDreamResolutionNode
from .perturbation_texture_node import PerturbationTexture
from .text_bridge_node import TextBridge
from .two_way_switch_node import TwoWaySwitch
from .three_way_switch_node import ThreeWaySwitch
NODE_CLASS_MAPPINGS = {
"FluxResolutionNode": FluxResolutionNode,
@@ -26,6 +32,7 @@ NODE_CLASS_MAPPINGS = {
"GetImageSizeRatio": GetImageSizeRatio,
"NoisePlusBlend": NoisePlusBlend,
"IntegerSettings": IntegerSettings,
"IntegerSettingsAdvanced": IntegerSettingsAdvanced,
"ChooseUpscaleModel": ChooseUpscaleModel,
"RegionMaskGenerator": RegionMaskGenerator,
"RegionMaskValidator": RegionMaskValidator,
@@ -34,6 +41,11 @@ NODE_CLASS_MAPPINGS = {
"FluxAttentionControl": FluxAttentionControl,
"RegionOverlayVisualizer": RegionOverlayVisualizer,
"FluxAttentionCleanup": FluxAttentionCleanup,
"HiDreamResolutionNode": HiDreamResolutionNode,
"PerturbationTexture": PerturbationTexture,
"TextBridge": TextBridge,
"TwoWaySwitch": TwoWaySwitch,
"ThreeWaySwitch": ThreeWaySwitch,
}
NODE_DISPLAY_NAME_MAPPINGS = {
@@ -45,6 +57,7 @@ NODE_DISPLAY_NAME_MAPPINGS = {
"GetImageSizeRatio": "Get Image Size Ratio",
"NoisePlusBlend": "Noise Plus Blend",
"IntegerSettings": "Integer Settings",
"IntegerSettingsAdvanced": "Integer Settings Advanced",
"ChooseUpscaleModel": "Choose Upscale Model",
"RegionMaskGenerator": "Region Mask Generator",
"RegionMaskValidator": "Region Mask Validator",
@@ -53,4 +66,14 @@ NODE_DISPLAY_NAME_MAPPINGS = {
"FluxAttentionControl": "Flux Attention Control",
"RegionOverlayVisualizer": "Region Overlay Visualizer",
"FluxAttentionCleanup": "Flux Attention Cleanup",
}
"HiDreamResolutionNode": "HiDream Resolution",
"PerturbationTexture": "Perturbation Texture",
"TextBridge": "Text Bridge",
"TwoWaySwitch": "Switch (Two Way)",
"ThreeWaySwitch": "Switch (Three Way)",
}
# Tell ComfyUI where to find JavaScript files
WEB_DIRECTORY = "./web"
__all__ = ["NODE_CLASS_MAPPINGS", "NODE_DISPLAY_NAME_MAPPINGS", "WEB_DIRECTORY"]
+38
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@@ -0,0 +1,38 @@
class IntegerSettingsAdvanced:
@classmethod
def INPUT_TYPES(cls):
return {
"required": {
"setting_1": ("BOOLEAN", {"default": True, "label_on": "Enable", "label_off": "Disable"}),
"setting_2": ("BOOLEAN", {"default": False, "label_on": "Enable", "label_off": "Disable"}),
"setting_3": ("BOOLEAN", {"default": False, "label_on": "Enable", "label_off": "Disable"}),
},
}
RETURN_TYPES = ("INT",)
RETURN_NAMES = ("setting_value",)
FUNCTION = "integer_settings_advanced"
CATEGORY = "ControlAltAI Nodes/Logic"
def integer_settings_advanced(self, setting_1, setting_2, setting_3):
"""
Returns integer based on which setting is enabled.
Due to mutual exclusion (handled by JS), only one should be True.
Priority order: setting_3 > setting_2 > setting_1
"""
if setting_3:
return (3,)
elif setting_2:
return (2,)
else:
# Default to 1 (setting_1 or fallback)
return (1,)
NODE_CLASS_MAPPINGS = {
"IntegerSettingsAdvanced": IntegerSettingsAdvanced,
}
NODE_DISPLAY_NAME_MAPPINGS = {
"IntegerSettingsAdvanced": "Integer Settings Advanced",
}
+229
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@@ -0,0 +1,229 @@
import numpy as np
from PIL import Image, ImageChops
import torch
class PerturbationTexture:
@classmethod
def INPUT_TYPES(cls):
return {
"required": {
"image": ("IMAGE",),
"noise_scale": ("FLOAT", {"default": 0.5, "min": 0.00, "max": 1.00, "step": 0.01}),
"texture_strength": ("INT", {"default": 50, "min": 0, "max": 100}),
"texture_type": (["Film Grain", "Skin Pore", "Natural", "Fine Detail"], {"default": "Skin Pore"}),
"frequency": ("FLOAT", {"default": 1.0, "min": 0.2, "max": 5.0, "step": 0.1}),
"perturbation_factor": ("FLOAT", {"default": 0.30, "min": 0.01, "max": 0.5, "step": 0.01}),
"use_mask": ("BOOLEAN", {"default": False}),
},
"optional": {
"mask": ("MASK",),
"seed": ("INT", {"default": -1}),
}
}
RETURN_TYPES = ("IMAGE", "IMAGE")
RETURN_NAMES = ("textured_image_output", "texture_layer")
FUNCTION = "apply_perturbation_texture"
CATEGORY = "ControlAltAI Nodes/Image"
def tensor_to_pil(self, tensor_image):
"""Converts tensor to a PIL Image"""
tensor_image = tensor_image.squeeze(0) # Remove batch dimension if it exists
pil_image = Image.fromarray((tensor_image.cpu().numpy() * 255).astype(np.uint8))
return pil_image
def pil_to_tensor(self, pil_image):
"""Converts a PIL image back to a tensor"""
return torch.from_numpy(np.array(pil_image).astype(np.float32) / 255).unsqueeze(0)
def generate_adaptive_texture(self, base_image, noise_scale, texture_type, frequency, perturbation_factor, texture_strength, seed=None):
"""Generate texture with adaptive color matching."""
width, height = base_image.size
# Set seed for reproducibility if provided
if seed is not None and seed >= 0:
np.random.seed(seed)
# Convert base image to numpy array
base_np = np.array(base_image).astype(np.float32) / 255.0
# Generate noise patterns based on texture type
noise_patterns = self.generate_noise_patterns(width, height, noise_scale, texture_type, frequency)
# Convert noise to -1 to 1 range for proper mixing
noise_normalized = (noise_patterns.astype(np.float32) - 128.0) / 128.0
# Apply perturbation with texture_strength controlling the final intensity
effective_perturbation = perturbation_factor * (texture_strength / 100.0)
# Apply noise as color-matched variations around the base color
result = base_np + (noise_normalized * effective_perturbation)
# Clamp to valid range
result = np.clip(result, 0, 1)
# Create a more visible texture layer for preview/debugging
texture_layer = base_np + (noise_normalized * perturbation_factor * 2.0)
texture_layer = np.clip(texture_layer, 0, 1)
final_image = Image.fromarray((result * 255).astype(np.uint8))
texture_image = Image.fromarray((texture_layer * 255).astype(np.uint8))
return final_image, texture_image
def generate_noise_patterns(self, width, height, noise_scale, texture_type, frequency):
"""Generates noise patterns optimized for each texture type."""
# Safe resize function for noise scaling
def safe_resize(arr, target_height, target_width):
from PIL import Image
if arr.ndim == 2:
img = Image.fromarray((arr * 255 / arr.max()).astype(np.uint8))
else:
img = Image.fromarray(arr.astype(np.uint8))
img = img.resize((target_width, target_height), Image.LANCZOS)
return np.array(img).astype(np.float32) / 255.0 * arr.max()
if texture_type == "Film Grain":
# Film grain - larger, more irregular pattern with RGB variation
base_noise_r = np.random.normal(128, 64 * noise_scale, (height, width))
base_noise_g = np.random.normal(128, 64 * noise_scale, (height, width))
base_noise_b = np.random.normal(128, 64 * noise_scale, (height, width))
# Add larger scale variation for film-like clustering
large_scale_h = max(4, int(height/(4*frequency)))
large_scale_w = max(4, int(width/(4*frequency)))
large_scale_r = np.random.normal(0, 30 * noise_scale, (large_scale_h, large_scale_w))
large_scale_g = np.random.normal(0, 30 * noise_scale, (large_scale_h, large_scale_w))
large_scale_b = np.random.normal(0, 30 * noise_scale, (large_scale_h, large_scale_w))
large_scale_r = safe_resize(large_scale_r, height, width)
large_scale_g = safe_resize(large_scale_g, height, width)
large_scale_b = safe_resize(large_scale_b, height, width)
combined_r = np.clip(base_noise_r * 0.7 + large_scale_r * 0.3, 0, 255)
combined_g = np.clip(base_noise_g * 0.7 + large_scale_g * 0.3, 0, 255)
combined_b = np.clip(base_noise_b * 0.7 + large_scale_b * 0.3, 0, 255)
elif texture_type == "Skin Pore":
# Fine, subtle texture optimized for skin with reduced intensity
base_scale = noise_scale * 0.6 # More subtle for natural skin texture
# Create subtle RGB variations for realistic skin texture
base_noise_r = np.random.normal(128, 32 * base_scale, (height, width))
base_noise_g = np.random.normal(128, 28 * base_scale, (height, width))
base_noise_b = np.random.normal(128, 24 * base_scale, (height, width))
# Fine pore-like details at higher frequency
fine_h = max(4, int(height*frequency*1.5))
fine_w = max(4, int(width*frequency*1.5))
fine_noise_r = np.random.normal(0, 20 * base_scale, (fine_h, fine_w))
fine_noise_g = np.random.normal(0, 18 * base_scale, (fine_h, fine_w))
fine_noise_b = np.random.normal(0, 16 * base_scale, (fine_h, fine_w))
fine_noise_r = safe_resize(fine_noise_r, height, width)
fine_noise_g = safe_resize(fine_noise_g, height, width)
fine_noise_b = safe_resize(fine_noise_b, height, width)
combined_r = np.clip(base_noise_r + fine_noise_r * 0.8, 0, 255)
combined_g = np.clip(base_noise_g + fine_noise_g * 0.8, 0, 255)
combined_b = np.clip(base_noise_b + fine_noise_b * 0.8, 0, 255)
elif texture_type == "Natural":
# Multi-layered natural texture with organic frequency distribution
base_noise_r = np.random.normal(128, 48 * noise_scale, (height, width))
base_noise_g = np.random.normal(128, 44 * noise_scale, (height, width))
base_noise_b = np.random.normal(128, 40 * noise_scale, (height, width))
# Multiple frequency layers for natural complexity
frequencies = [frequency*2, frequency, frequency/3]
weights = [0.5, 0.3, 0.2]
combined_r = base_noise_r.copy()
combined_g = base_noise_g.copy()
combined_b = base_noise_b.copy()
for freq, weight in zip(frequencies, weights):
f_h = max(4, int(height*freq))
f_w = max(4, int(width*freq))
layer_r = np.random.normal(0, 30 * noise_scale * weight, (f_h, f_w))
layer_g = np.random.normal(0, 28 * noise_scale * weight, (f_h, f_w))
layer_b = np.random.normal(0, 26 * noise_scale * weight, (f_h, f_w))
layer_r = safe_resize(layer_r, height, width)
layer_g = safe_resize(layer_g, height, width)
layer_b = safe_resize(layer_b, height, width)
combined_r += layer_r * weight
combined_g += layer_g * weight
combined_b += layer_b * weight
combined_r = np.clip(combined_r, 0, 255)
combined_g = np.clip(combined_g, 0, 255)
combined_b = np.clip(combined_b, 0, 255)
else: # Fine Detail
# High-frequency detailed texture for micro-details
high_freq = frequency * 2.5
base_noise_r = np.random.normal(128, 40 * noise_scale, (height, width))
base_noise_g = np.random.normal(128, 38 * noise_scale, (height, width))
base_noise_b = np.random.normal(128, 36 * noise_scale, (height, width))
# High-frequency fine details
fine_h = max(4, int(height*high_freq))
fine_w = max(4, int(width*high_freq))
fine_detail_r = np.random.normal(0, 25 * noise_scale, (fine_h, fine_w))
fine_detail_g = np.random.normal(0, 23 * noise_scale, (fine_h, fine_w))
fine_detail_b = np.random.normal(0, 21 * noise_scale, (fine_h, fine_w))
fine_detail_r = safe_resize(fine_detail_r, height, width)
fine_detail_g = safe_resize(fine_detail_g, height, width)
fine_detail_b = safe_resize(fine_detail_b, height, width)
combined_r = np.clip(base_noise_r + fine_detail_r * 0.7, 0, 255)
combined_g = np.clip(base_noise_g + fine_detail_g * 0.7, 0, 255)
combined_b = np.clip(base_noise_b + fine_detail_b * 0.7, 0, 255)
# Stack RGB channels into final noise pattern
return np.stack([combined_r, combined_g, combined_b], axis=2)
def apply_perturbation_texture(self, image, noise_scale=0.5, texture_strength=50, texture_type="Skin Pore",
frequency=1.0, perturbation_factor=0.15, use_mask=False, mask=None, seed=-1):
"""Main function to apply adaptive color-matched texture."""
# Convert tensor image to PIL
base_image = self.tensor_to_pil(image)
# Use provided seed or generate random if -1
seed_value = seed if seed >= 0 else None
# Generate adaptive texture
textured_image, texture_layer = self.generate_adaptive_texture(
base_image, noise_scale, texture_type, frequency,
perturbation_factor, texture_strength, seed_value
)
# Apply mask if specified
if use_mask and mask is not None:
mask_pil = self.tensor_to_pil(mask).convert('L')
mask_resized = mask_pil.resize(base_image.size)
# Invert mask so white areas get texture, black areas are protected
inverted_mask = ImageChops.invert(mask_resized)
# Composite: base where mask is black, textured where mask is white
textured_image = Image.composite(base_image, textured_image, inverted_mask)
# Convert results back to tensors
texture_tensor = self.pil_to_tensor(texture_layer)
textured_tensor = self.pil_to_tensor(textured_image)
return textured_tensor, texture_tensor
NODE_CLASS_MAPPINGS = {
"PerturbationTexture": PerturbationTexture,
}
NODE_DISPLAY_NAME_MAPPINGS = {
"PerturbationTexture": "Perturbation Texture",
}
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@@ -0,0 +1,40 @@
class TextBridge:
@classmethod
def INPUT_TYPES(cls):
return {
"required": {
"text_input": ("STRING", {"default": "", "multiline": True}),
},
"optional": {
"passthrough_text": ("STRING", {"forceInput": True}),
}
}
RETURN_TYPES = ("STRING",)
RETURN_NAMES = ("text_output",)
FUNCTION = "bridge_text"
CATEGORY = "ControlAltAI Nodes/Utility"
def bridge_text(self, text_input="", passthrough_text=""):
"""
Bridge function that allows editing of input text and passes it through as output.
If passthrough_text is connected, it uses that as the base text.
The text_input field allows manual editing/override.
"""
# If passthrough_text is provided and text_input is empty or default, use passthrough
if passthrough_text and (not text_input or text_input == ""):
output_text = passthrough_text
else:
# Use the manually entered/edited text
output_text = text_input
return (output_text,)
NODE_CLASS_MAPPINGS = {
"TextBridge": TextBridge,
}
NODE_DISPLAY_NAME_MAPPINGS = {
"TextBridge": "Text Bridge",
}
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@@ -0,0 +1,62 @@
class AnyType(str):
"""A special string subclass that equals any other type for ComfyUI type checking."""
def __ne__(self, __value: object) -> bool:
return False
# Create an instance to use as the any type
any_type = AnyType("*")
class ThreeWaySwitch:
"""Three-way switch that selects between three inputs based on selection setting."""
@classmethod
def INPUT_TYPES(cls):
return {
"required": {
"selection_setting": ("INT", {"default": 1, "min": 1, "max": 3}),
},
"optional": {
"input_1": (any_type,),
"input_2": (any_type,),
"input_3": (any_type,),
}
}
RETURN_TYPES = (any_type,)
RETURN_NAMES = ("output",)
FUNCTION = "switch_inputs"
CATEGORY = "ControlAltAI Nodes/Logic"
@classmethod
def VALIDATE_INPUTS(cls, **kwargs):
"""Allow any input types."""
return True
def switch_inputs(self, selection_setting=1, input_1=None, input_2=None, input_3=None):
"""
Three-way switch that selects between three inputs based on the selection_setting.
Compatible with IntegerSettingsAdvanced node:
- selection_setting = 1: selects input_1
- selection_setting = 2: selects input_2
- selection_setting = 3: selects input_3
"""
if selection_setting == 2:
# Second option - select input_2, fallback to input_1, then input_3
selected_output = input_2 if input_2 is not None else (input_1 if input_1 is not None else input_3)
elif selection_setting == 3:
# Third option - select input_3, fallback to input_1, then input_2
selected_output = input_3 if input_3 is not None else (input_1 if input_1 is not None else input_2)
else:
# Default/First option (1) - select input_1, fallback to input_2, then input_3
selected_output = input_1 if input_1 is not None else (input_2 if input_2 is not None else input_3)
return (selected_output,)
NODE_CLASS_MAPPINGS = {
"ThreeWaySwitch": ThreeWaySwitch,
}
NODE_DISPLAY_NAME_MAPPINGS = {
"ThreeWaySwitch": "Switch (Three Way)",
}
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class AnyType(str):
"""A special string subclass that equals any other type for ComfyUI type checking."""
def __ne__(self, __value: object) -> bool:
return False
# Create an instance to use as the any type
any_type = AnyType("*")
class TwoWaySwitch:
"""Two-way switch that selects between two inputs based on selection setting."""
@classmethod
def INPUT_TYPES(cls):
return {
"required": {
"selection_setting": ("INT", {"default": 1, "min": 1, "max": 2}),
},
"optional": {
"input_1": (any_type,),
"input_2": (any_type,),
}
}
RETURN_TYPES = (any_type,)
RETURN_NAMES = ("output",)
FUNCTION = "switch_inputs"
CATEGORY = "ControlAltAI Nodes/Logic"
@classmethod
def VALIDATE_INPUTS(cls, **kwargs):
"""Allow any input types."""
return True
def switch_inputs(self, selection_setting=1, input_1=None, input_2=None):
"""
Two-way switch that selects between two inputs based on the selection_setting.
Compatible with IntegerSettings node:
- selection_setting = 1 (Disable): selects input_1
- selection_setting = 2 (Enable): selects input_2
"""
if selection_setting == 2:
# Enable state - select second input
selected_output = input_2 if input_2 is not None else input_1
else:
# Disable state (1) or any other value - select first input
selected_output = input_1 if input_1 is not None else input_2
return (selected_output,)
NODE_CLASS_MAPPINGS = {
"TwoWaySwitch": TwoWaySwitch,
}
NODE_DISPLAY_NAME_MAPPINGS = {
"TwoWaySwitch": "Switch (Two Way)",
}
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@@ -0,0 +1,78 @@
import { app } from "/scripts/app.js";
// Register the extension for IntegerSettingsAdvanced node
app.registerExtension({
name: "ControlAltAI.IntegerSettingsAdvanced",
async beforeRegisterNodeDef(nodeType, nodeData, app) {
if (nodeData.name === "IntegerSettingsAdvanced") {
console.log("Registering IntegerSettingsAdvanced mutual exclusion behavior");
const onNodeCreated = nodeType.prototype.onNodeCreated;
nodeType.prototype.onNodeCreated = function () {
const result = onNodeCreated?.apply(this, arguments);
// Store reference to the node
const node = this;
// Function to enforce mutual exclusion
function enforceMutualExclusion(activeWidget) {
// Get all boolean widgets
const booleanWidgets = node.widgets.filter(w =>
w.type === "toggle" &&
(w.name === "setting_1" || w.name === "setting_2" || w.name === "setting_3")
);
// If a widget is being set to true, set others to false
if (activeWidget.value === true) {
booleanWidgets.forEach(widget => {
if (widget !== activeWidget) {
widget.value = false;
}
});
}
// Always ensure at least one is true (always one behavior)
const anyEnabled = booleanWidgets.some(w => w.value === true);
if (!anyEnabled) {
// If none are enabled, enable setting_1 as default
const setting1Widget = booleanWidgets.find(w => w.name === "setting_1");
if (setting1Widget) {
setting1Widget.value = true;
}
}
// Trigger canvas redraw
if (app.graph) {
app.graph.setDirtyCanvas(true, false);
}
}
// Hook into widget callbacks after node is fully created
setTimeout(() => {
node.widgets.forEach(widget => {
if (widget.type === "toggle" &&
(widget.name === "setting_1" || widget.name === "setting_2" || widget.name === "setting_3")) {
// Store original callback
const originalCallback = widget.callback;
// Override with mutual exclusion logic
widget.callback = function(value) {
// Call original callback first
if (originalCallback) {
originalCallback.call(this, value);
}
// Apply mutual exclusion
enforceMutualExclusion(this);
};
}
});
}, 10);
return result;
};
}
}
});