ComfyUI Node

BD Draw Rect

Draw a rectangle shape — or use any existing mask — for color compositing and/or packed-channel injection. Shape priority: 1. mask input — any ComfyUI mask (skips geometry) 2. mask_from_packed — extract one R/G/B/A channel from packed_image 3. geometry — x_center / y_center / rect_width / rect_height / corner_radius Feather: positive = outward from edge (interior stays 1.0), negative = inward, 0 = hard edge. pack_channel writes the final mask into a specific channel of packed_image.

By BizaNator·Created 7 months ago·Updated 16 days ago· 14
BD Draw Rect
  • mask
  • image
  • packed_image
  • image
  • mask
  • packed_out
mask_from_packednone
pack_channelnone
x_center0.500
y_center0.500
rect_width0.200
rect_height0.100
corner_radius0
feather0
fill_r128
fill_g128
fill_b128
opacity1.00
canvas_width512
canvas_height512
Category🧠BrainDead/Segmentation

Inputs (17)

NameTypeDefaultDescription
mask_from_packedCOMBOnoneExtract a channel from packed_image and use it as the shape mask. Ignored when mask is connected. none = fall through to geometry.
pack_channelCOMBOnoneWrite the final feathered mask into this channel of packed_image. none = pass packed_image through unchanged. R/G/B = overwrite that colour channel. A = overwrite alpha (appended if image has no alpha).
x_centerFLOAT0.5000–1Horizontal center (0=left, 1=right). Ignored when mask is connected.
y_centerFLOAT0.5000–1Vertical center (0=top, 1=bottom).
rect_widthFLOAT0.2000–2Width as fraction of image width. >1.0 extends beyond the edge.
rect_heightFLOAT0.1000–2Height as fraction of image height.
corner_radiusINT00–400Rounded corner radius in pixels. 0 = sharp corners. Clamped to half the shortest side.
featherINT0-200–200Edge feather in pixels (applied to any shape source). Positive: expands OUTWARD — interior stays fully opaque. Negative: bleeds INWARD — fill fades toward its edge. 0 = hard binary edge.
fill_rINT1280–255Fill red. Default 128 = mid-grey.
fill_gINT1280–255Fill green.
fill_bINT1280–255Fill blue.
opacityFLOAT1.000–1Blend strength over the base image. 1.0 = fully opaque.
maskoptMASKShape mask. When connected, skips rect geometry and uses this mask directly (feather still applies). Priority: mask > mask_from_packed > geometry.
imageoptIMAGEBase image to composite onto. If not connected, a blank canvas (canvas_width × canvas_height) is used.
packed_imageoptIMAGEExisting packed RGBA image. pack_channel: write the final mask into this channel. mask_from_packed: extract a channel as the shape source. Typical use: u_image3 RGBA pack for skin_shader.glsl.
canvas_widthoptINT5121–8192Canvas width when no image is connected.
canvas_heightoptINT5121–8192Canvas height when no image is connected.

Outputs (3)

NameTypeDescription
imageIMAGEShape composited over image (or blank canvas).
maskMASKFinal feathered shape mask (1.0 inside, 0.0 outside).
packed_outIMAGEpacked_image with mask written into pack_channel. Pass-through (or blank) when pack_channel='none'.