Nodes/ComfyUI-DAELab-Custom-Nodes-Library/徽章浮雕强度 / Badge Relief
ComfyUI Node

徽章浮雕强度 / Badge Relief

Six levels of Z-axis and nothing else

By TeutonicMepheles·Created 4 months ago·Updated 6 days ago· 0
徽章浮雕强度 / Badge Relief
    • prompt
    ◄relief_level2►

    What it is and why you'd reach for it

    "I want it more raised" is a request that edit models interpret catastrophically. Ask for more depth and you'll get a different material, punchier contrast, a macro lens, and lettering that has mysteriously grown. The 徽章浮雕强度 node - displays in English as Badge Relief - narrows the request down to a single integer and a very long leash on everything else.

    You pick a level from 0 to 5 and get back an edit prompt that says: change only the Z-axis elevation of the existing surface, keep the material identity, keep every glyph, keep every colour boundary, keep the silhouette, keep the camera, don't simulate depth with contrast or sharpening. It's a one-trick node and the trick is the one thing image editors are worst at.

    How it works

    The node is a lookup table over six hand-written descriptions, wrapped in a big immutable-constraints block. The tooltip in the node spells out the levels in the author's own words: 0 完全平面 (completely flat), 1 微浮雕 (micro), 2 浅浮雕 (shallow, the default), 3 中浮雕 (medium), 4 深浮雕 (deep), 5 高浮雕 (high). The generated English brief differs per level - level 1 asks for "barely perceptible" elevation with hairline sidewalls, level 5 asks for "the maximum plausible elevation for a manufacturable badge."

    Everything after that is prohibition. Preserve material identity including reflectivity, roughness, polish, grain and texture. Preserve text verbatim - font, glyph outlines, stroke widths, letter spacing, alignment, position. Preserve every base colour and boundary, no hue/saturation/brightness grading. Preserve the silhouette, framing, background, exposure, white balance and light direction.

    Two blocks are the actual engineering. The geometry rule confines change to Z, perpendicular to the face, with any sidewall or bevel strictly inside the original shape edges - that's how you avoid a "relief" that fattens the letters. The lighting rule allows recalculating only the local highlights, self-shadows and ambient occlusion the new geometry requires, and explicitly forbids faking depth with global contrast, sharpness, saturation, exposure or depth of field. Without that second rule the model will just run a clarity filter and call it sculpted.

    Inputs and outputs that matter

    One input, relief_level, integer 0–5, step: 1, default 2. No image sockets, no masks. Output is a single prompt string into your image-edit node.

    Practical range: 2–3 is what actually reads as a manufactured badge. Level 0 is useful as a deliberate control - "flatten this completely" is a legitimate ask when a previous pass overdid the depth. Level 5 tends to become jewellery rather than a badge, and at 1024px the sidewalls start eating thin text.

    Install

    cd ComfyUI/custom_nodes
    git clone https://github.com/TeutonicMepheles/ComfyUI-DAELab-Custom-Nodes-Library
    

    Restart ComfyUI. This is one of the pack's V3-schema nodes (comfy_api.latest, io.ComfyNode), so an older ComfyUI will fail to register it with No module named 'comfy_api' - update ComfyUI core, don't go looking for a pip package of that name. It's also searchable in the menu by "badge relief", "surface relief" and "徽章浮雕", which is more useful than the display name suggests.

    Common issues

    • Nothing changed. At level 1 on a flat-shaded render, the model often decides there's nothing to do. Jump to 3 and work back.
    • It's a whole-image edit, not a masked one. This prompt declares Image 1 as the only object of change but doesn't take a mask input. If you need the relief confined to one field, you want a masked path - Badge Local Edit Prompt Builder on its height operation, or the deterministic Badge Height Locked Base V1 which computes relief from a height map with no model involved.
    • Contrast looks boosted and the depth still feels flat. That's the failure mode the lighting rule names. Re-run; the prompt is explicit that global contrast isn't relief, but explicit isn't the same as obeyed.
    • Materials went metallic. Expect this if the input badge was already glossy. Level down and re-run before you reach for a fix, because every extra pass is another paid call.
    CategoryDAELab/OpenAI

    Inputs (1)

    NameTypeDefaultDescription
    relief_levelINT20–50 完全平面;1 微浮雕;2 浅浮雕;3 中浮雕;4 深浮雕;5 高浮雕。

    Outputs (1)

    NameTypeDescription
    promptSTRING—