import torch import comfy.sample import comfy.controlnet from comfy.utils import ProgressBar from .utils import parse_tile_prompts from .utils import apply_controlnet_to_conditioning class TiledImageGenerator: """ ComfyUI node that generates a tiled image composition with overlapping regions that serve as seeds for neighboring tiles, using ControlNet Union SDXL for outpainting. """ @classmethod def INPUT_TYPES(cls): import comfy.samplers return { "required": { "json_tile_prompts": ("STRING", {"multiline": True}), "global_positive": ("STRING", {"multiline": True, "default": ""}), "global_negative": ("STRING", {"multiline": True, "default": ""}), "grid_width": ("INT", {"default": 4, "min": 1, "max": 16}), "grid_height": ("INT", {"default": 6, "min": 1, "max": 16}), "tile_width": ("INT", {"default": 1024, "min": 256, "max": 2048}), "tile_height": ("INT", {"default": 1024, "min": 256, "max": 2048}), "overlap_percent": ("FLOAT", {"default": 0.15, "min": 0.05, "max": 0.5, "step": 0.01}), "model": ("MODEL",), "clip": ("CLIP",), "vae": ("VAE",), "controlnet": ("CONTROL_NET",), "controlnet_strength": ("FLOAT", {"default": 0.7, "min": 0.0, "max": 1.0, "step": 0.01}), "sampler_name": (comfy.samplers.KSampler.SAMPLERS,), "scheduler": (comfy.samplers.KSampler.SCHEDULERS,), "steps": ("INT", {"default": 20, "min": 1, "max": 100}), "cfg": ("FLOAT", {"default": 7.0, "min": 1.0, "max": 20.0, "step": 0.1}), "seed": ("INT", {"default": 0, "min": 0, "max": 0xffffffffffffffff, "control_after_generate": True}), "seamlessX": ("BOOLEAN", {"default": True, "tooltip": "If true, side of image will be seamless. (2+ tiles)"}), "seamlessY": ("BOOLEAN", {"default": False, "tooltip": "If true, top/bottom of image will be seamless. (2+ tiles)"}), } } RETURN_TYPES = ("IMAGE", "IMAGE") RETURN_NAMES = ("composite_image", "individual_tiles") FUNCTION = "generate_tiled_image" CATEGORY = "image/generation" def generate_tiled_image(self, json_tile_prompts, global_positive, global_negative, grid_width, grid_height, tile_width, tile_height, overlap_percent, controlnet, controlnet_strength, seed, model, clip, vae, sampler_name, scheduler, steps, cfg, seamlessX, seamlessY): """Generate a tiled image with variable generation canvas sizes and simple placement.""" # Parse the JSON tile prompts tile_prompts = parse_tile_prompts(json_tile_prompts, grid_width, grid_height) # Calculate overlap in pixels overlap_x = int(tile_width * overlap_percent) overlap_y = int(tile_height * overlap_percent) # Final size stays the same final_width = tile_width * grid_width final_height = tile_height * grid_height print(f"Final output size: {final_width} x {final_height}") print(f"Tile size: {tile_width} x {tile_height}") print(f"Grid: {grid_width} x {grid_height}") print(f"Overlap: {overlap_x} x {overlap_y} pixels ({overlap_percent * 100}%)") # Define max generation canvas size for consistent storage max_gen_width = ((tile_width + overlap_x + 7) // 8) * 8 max_gen_height = ((tile_height + overlap_y + 7) // 8) * 8 # Create a blank canvas for the final composite final_tensor = torch.zeros((1, final_height, final_width, 3), dtype=torch.float32) # Storage for debugging (padded to consistent size) full_grown_tensors = [] # Get device device = torch.device('cuda' if torch.cuda.is_available() else 'cpu') print(f"Using device: {device}") # Calculate total number of tiles total_tiles = grid_width * grid_height pbar = ProgressBar(total_tiles) # Generate tiles one by one for y in range(grid_height): for x in range(grid_width): idx = y * grid_width + x current_prompt = tile_prompts[idx] current_seed = seed + idx # Calculate position in the final image final_pos_x = x * tile_width final_pos_y = y * tile_height # Calculate generation canvas size based on tile position if x == 0 and y == 0: # Top-left corner - no expansion needed gen_width = ((tile_width + 7) // 8) * 8 gen_height = ((tile_height + 7) // 8) * 8 elif x == 0: # Left column - only expand vertically for top neighbor gen_width = ((tile_width + 7) // 8) * 8 gen_height = ((tile_height + overlap_y + 7) // 8) * 8 elif y == 0: # Top row - only expand horizontally for left neighbor gen_width = ((tile_width + overlap_x + 7) // 8) * 8 gen_height = ((tile_height + 7) // 8) * 8 else: # Interior tiles - expand both directions gen_width = ((tile_width + overlap_x + 7) // 8) * 8 gen_height = ((tile_height + overlap_y + 7) // 8) * 8 print(f"Tile ({x + 1},{y + 1}) generation canvas: {gen_width} x {gen_height}") # Create the combined prompt combined_prompt = f"{current_prompt} {global_positive}" if global_positive else current_prompt print(f"Generating tile ({x + 1},{y + 1}) with prompt: {current_prompt}") # Encode the combined prompt pos_tokens = clip.tokenize(combined_prompt) pos_cond = clip.encode_from_tokens_scheduled(pos_tokens) # Encode the negative prompt neg_tokens = clip.tokenize(global_negative) neg_cond = clip.encode_from_tokens_scheduled(neg_tokens) # Create working canvas with variable size working_tensor = torch.zeros((1, gen_height, gen_width, 3), dtype=torch.float32) outpaint_mask = torch.ones((1, gen_height, gen_width, 1), dtype=torch.float32) # Check if we have neighbors to copy from has_left_neighbor = x > 0 has_top_neighbor = y > 0 # COPY OVERLAP REGIONS from final_tensor (only if neighbors exist) if has_left_neighbor: # Copy left overlap region from previous tile source_x = final_pos_x - overlap_x if source_x >= 0 and source_x + overlap_x <= final_width: source_start_y = final_pos_y source_end_y = min(final_pos_y + tile_height, final_height) source_height = source_end_y - source_start_y # Copy to working tensor left edge (after top overlap region if exists) target_start_y = overlap_y if has_top_neighbor else 0 copy_height = min(source_height, gen_height - target_start_y) if copy_height > 0: working_tensor[0, target_start_y:target_start_y + copy_height, :overlap_x, :] = final_tensor[0, source_start_y:source_start_y + copy_height, source_x:source_x + overlap_x, :] # Mark as "keep" in mask outpaint_mask[0, target_start_y:target_start_y + copy_height, :overlap_x, :] = 0 # --- SEAMLESS WRAP: For last tile in row, also overlap from first tile in row --- if seamlessX and x == grid_width - 1 and overlap_x > 0: # Wrap to first tile in this row wrap_source_x = 0 wrap_target_x = gen_width - overlap_x source_start_y = final_pos_y source_end_y = min(final_pos_y + tile_height, final_height) source_height = source_end_y - source_start_y target_start_y = overlap_y if has_top_neighbor else 0 copy_height = min(source_height, gen_height - target_start_y) if copy_height > 0 and wrap_target_x >= 0: working_tensor[0, target_start_y:target_start_y + copy_height, wrap_target_x:wrap_target_x + overlap_x, :] = final_tensor[0, source_start_y:source_start_y + copy_height, wrap_source_x:wrap_source_x + overlap_x, :] outpaint_mask[0, target_start_y:target_start_y + copy_height, wrap_target_x:wrap_target_x + overlap_x, :] = 0 # --- SEAMLESS WRAP: For last tile in column, also overlap from first tile in column --- if seamlessY and y == grid_height - 1 and overlap_y > 0: # Wrap to first tile in this column wrap_source_y = 0 wrap_target_y = gen_height - overlap_y source_start_x = final_pos_x source_end_x = min(final_pos_x + tile_width, final_width) source_width = source_end_x - source_start_x target_start_x = overlap_x if has_left_neighbor else 0 copy_width = min(source_width, gen_width - target_start_x) if copy_width > 0 and wrap_target_y >= 0: working_tensor[0, wrap_target_y:wrap_target_y + overlap_y, target_start_x:target_start_x + copy_width, :] = final_tensor[0, wrap_source_y:wrap_source_y + overlap_y, source_start_x:source_start_x + copy_width, :] outpaint_mask[0, wrap_target_y:wrap_target_y + overlap_y, target_start_x:target_start_x + copy_width, :] = 0 if has_top_neighbor: # Copy top overlap region from previous tile source_y = final_pos_y - overlap_y if source_y >= 0 and source_y + overlap_y <= final_height: source_start_x = final_pos_x source_end_x = min(final_pos_x + tile_width, final_width) source_width = source_end_x - source_start_x # Copy to working tensor top edge (after left overlap region if exists) target_start_x = overlap_x if has_left_neighbor else 0 copy_width = min(source_width, gen_width - target_start_x) if copy_width > 0: working_tensor[0, :overlap_y, target_start_x:target_start_x + copy_width, :] = final_tensor[0, source_y:source_y + overlap_y, source_start_x:source_start_x + copy_width, :] # Mark as "keep" in mask outpaint_mask[0, :overlap_y, target_start_x:target_start_x + copy_width, :] = 0 # Handle corner overlap if both neighbors exist if has_left_neighbor and has_top_neighbor: corner_source_x = final_pos_x - overlap_x corner_source_y = final_pos_y - overlap_y if (corner_source_x >= 0 and corner_source_y >= 0 and corner_source_x + overlap_x <= final_width and corner_source_y + overlap_y <= final_height): working_tensor[0, :overlap_y, :overlap_x, :] = final_tensor[0, corner_source_y:corner_source_y + overlap_y, corner_source_x:corner_source_x + overlap_x, :] outpaint_mask[0, :overlap_y, :overlap_x, :] = 0 # Get latent shape for the variable canvas with torch.no_grad(): latent_shape = vae.encode(working_tensor).shape # Create empty latent tensor with actual generation shape latent_image = torch.zeros(latent_shape, device=device) # Apply ControlNet to conditioning using the variable canvas conditioning = apply_controlnet_to_conditioning( positive=pos_cond, negative=neg_cond, control_net=controlnet, image=working_tensor, strength=controlnet_strength, start_percent=0.0, end_percent=1.0, vae=vae ) # Generate noise for variable canvas size noise = comfy.sample.prepare_noise(latent_image, current_seed, None) # Sample with the variable latent samples = comfy.sample.sample( model, noise, steps, cfg, sampler_name, scheduler, conditioning[0], conditioning[1], latent_image ) # Decode the variable canvas original_tile = vae.decode(samples)[0] # Remove batch dimension # (1) CREATE PADDED VERSION FOR DEBUG OUTPUT padded_tensor = torch.zeros((max_gen_height, max_gen_width, 3), dtype=original_tile.dtype, device=original_tile.device) actual_h, actual_w = original_tile.shape[0], original_tile.shape[1] # Position content consistently for debug viewing if x == 0 and y == 0: padded_tensor[overlap_y:overlap_y + actual_h, overlap_x:overlap_x + actual_w, :] = original_tile elif x == 0: padded_tensor[0:actual_h, overlap_x:overlap_x + actual_w, :] = original_tile elif y == 0: padded_tensor[overlap_y:overlap_y + actual_h, 0:actual_w, :] = original_tile else: padded_tensor[0:actual_h, 0:actual_w, :] = original_tile full_grown_tensors.append(padded_tensor.unsqueeze(0)) # (2) EXTRACT THE RIGHT 1024x1024 PORTION (NEW CONTENT) if x == 0 and y == 0: # First tile: use entire content (1024x1024) extracted_tile = original_tile[:tile_height, :tile_width, :] elif x == 0: # Left column # Skip top overlap (seeded), use bottom 1024x1024 (new content) start_y = original_tile.shape[0] - tile_height # Bottom portion extracted_tile = original_tile[start_y:start_y + tile_height, :tile_width, :] elif y == 0: # Top row # Skip left overlap (seeded), use right 1024x1024 (new content) start_x = original_tile.shape[1] - tile_width # Right portion extracted_tile = original_tile[:tile_height, start_x:start_x + tile_width, :] else: # Interior tiles # Skip both overlaps (seeded), use bottom-right 1024x1024 (new content) start_y = original_tile.shape[0] - tile_height # Bottom portion start_x = original_tile.shape[1] - tile_width # Right portion extracted_tile = original_tile[start_y:start_y + tile_height, start_x:start_x + tile_width, :] # (3) PLACE AT GRID POSITION (NO BLENDING FOR NOW) final_tensor[0, final_pos_y:final_pos_y + tile_height, final_pos_x:final_pos_x + tile_width, :] = extracted_tile # Update progress pbar.update(1) # Return final tensor and debug tiles if full_grown_tensors: tile_batch = torch.cat(full_grown_tensors, dim=0) else: tile_batch = torch.zeros((1, max_gen_height, max_gen_width, 3), dtype=torch.float32, device=device) # Assume final_tensor is [1, H, W, C] if seamlessX and overlap_x > 0: trimmed_width = final_width - overlap_x final_tensor = final_tensor[:, :, :trimmed_width, :] if seamlessY and overlap_y > 0: trimmed_height = final_height - overlap_y final_tensor = final_tensor[:, :trimmed_height, :, :] return final_tensor, tile_batch # This part is needed for ComfyUI to recognize the nodes NODE_CLASS_MAPPINGS = { "TiledImageGenerator": TiledImageGenerator, } # Add descriptions for the web UI NODE_DISPLAY_NAME_MAPPINGS = { "TiledImageGenerator": "Tiled Image Generator", }