Advanced Tiling Settings
Two inputs run the whole tiling pipeline — meet the settings node
- SETTINGS
This is the node you'll actually spend your time on in ComfyUI-AdvancedTiling, because it's the one that holds the controls. Advanced Tiling Settings doesn't touch your model, your latent, or your VAE - it just emits a SETTINGS object, and the other two nodes in the pack both read it. That separation is the whole point: one knob here drives the model patch and the decode on the far side of the sampler, so you change one thing and everything stays in sync.
The inputs that matter
There are only two, and honestly only the first one is a real decision:
- mode - the enum with three choices, and the author's tooltips are worth trusting:
- None - normal generation. Tiling disabled; the nodes become transparent pass-throughs. Useful when you want to keep the graph intact but render a plain image.
- Hexagon - edges wrap in a hexagonal pattern. Your honeycomb-style tile; think tabletop-game hex grids or decorative floors.
- Rectangular - toroidal wrap: right edge wraps to left, bottom wraps to top. This is the classic seamless texture, the one you reach for when you need floor tiles, wall textures, or anything a game engine is going to repeat.
- rotation - a float from 0 to 360 degrees (default 0, step 0.01). Rotates the tiling pattern by rotating the hexagon basis vectors.
A gotcha worth knowing: rotation only does anything in Hexagon mode. The rectangular wrap is pure modulo math - right↔left, bottom↔top - so rotating it changes nothing. Don't sit there turning the dial expecting a diagonal weave.
How it works
Under the hood the node builds a small Settings object carrying the mode and rotation, and hands it out. The hexagon path runs the coordinate math through axial/cube hexagonal coordinates (the author cribbed from the excellent Red Blob Games guide and says so), and the rotation rotates the hex basis matrix before pixels get mapped. Because the tiling function is resolved from the settings, the mode you pick here is what both the model-patching node and the decode node actually execute.
Output
One output: SETTINGS, of the custom ADVANCED_TILING_SETTINGS type. Wire it into Advanced Tiling (the model patch) and into Advanced Tiling VAE Decode. Both consumers need to see the same settings object - if you build two settings nodes and let them drift, your model will sample one wrap while your VAE decodes another, and the seams will tell you.
How to install
Same pack, same install as the rest: in ComfyUI Manager search "Advanced Tiling", or:
cd ComfyUI/custom_nodes
git clone https://github.com/JosefKuchar/ComfyUI-AdvancedTiling
Restart, and it's there. No model files, no pip dependencies - this node is pure configuration, so there's nothing to go wrong beyond a stale ComfyUI.
Common issues
- I set Hexagon but the output looks like plain rectangular wrapping. Check that both the Advanced Tiling and VAE Decode nodes are reading this same settings node. If you've got two Settings nodes in the graph, one of them is probably the odd one out.
- Nothing changed when I moved rotation. You're in Rectangular mode. As above - rotation is a hexagon feature.
- The pack shows up but the Settings node looks plain. It is. It's two widgets. The magic happens in the nodes that consume it.
Pick the shape, set the angle if you're hexing, and leave it alone - then go wire the Settings output to both ends of your pipeline.
Inputs (2)
| Name | Type | Default | Description |
|---|---|---|---|
| mode | COMBO | Tiling mode. 'None' disables tiling, 'Hexagon' wraps edges in a hexagonal pattern, 'Rectangular' wraps right→left and bottom→top. | |
| rotation | FLOAT | 0.000–360 | Rotation angle in degrees for the tiling pattern. |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| SETTINGS | ADVANCED_TILING_SETTINGS | — |