๐ผ> Saturation
Tame the oversaturated AI look, or push a subject to pop
- image
- mask_opt
- image
A lot of checkpoints, particularly newer SDXL and Flux fine-tunes, default to color that's a little louder than a real camera would produce - the "AI look" people complain about is partly this. Saturation is the one-slider fix, in either direction.
How it works
saturation is a straight multiplier: 1 leaves color intensity alone, 0 fully desaturates to grayscale, 2 doubles it. Pulling it back slightly (0.85โ0.95) is a common finishing move to knock down that oversaturated default without going all the way to a full color grade. Pushing it up, especially with the optional mask confined to just a subject, makes a product shot or a portrait pop against a duller background while leaving that background alone.
The inputs and outputs that matter
image(IMAGE) - required.saturation(FLOAT, 0โ2, step 0.01, default 1) - 1 is neutral, 0 is grayscale, 2 is doubled.mask_opt(MASK, optional) - confine the adjustment to a region; leave it out for a global change.imageout.
How to install it
Via ComfyUI Manager: search "yanc" or "ComfyUI_yanc" and install, then restart. Manually:
cd ComfyUI/custom_nodes
git clone https://github.com/ALatentPlace/ComfyUI_yanc
then restart ComfyUI. No extra dependencies or model downloads.
Common issues & troubleshooting
Pushing saturation up makes colors look plasticky instead of vibrant. Past roughly 1.3โ1.5 on output that's already vivid - which is most SDXL and Flux checkpoints by default - this simple multiply tends to clip color channels rather than deepen them, and the result reads as artificial rather than punchy. Small moves land better than big ones, same lesson as this pack's Brightness and Contrast nodes.
Nothing changed. saturation defaults to 1, a deliberate no-op. Move the slider.
A masked saturation boost creates a visible edge around the subject. A hard, unfeathered mask shows its boundary once you push saturation inside it. Soften the mask before wiring it in, or use one that already comes out soft, like this pack's Light Source Mask.
Skin tones go orange or waxy at low saturation instead of looking natural. Desaturating too aggressively (well below 1) on skin specifically tends to expose whatever color cast was already there, since there's less overall color to mask it. If skin looks off after dialing saturation down, that cast was probably present before this node touched it - check HUE or the base generation rather than assuming Saturation broke something.
Inputs (3)
| Name | Type | Default | Description |
|---|---|---|---|
| image | IMAGE | โ | |
| saturation | FLOAT | 1.000โ2 | โ |
| mask_optopt | MASK | โ |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| image | IMAGE | โ |