βοΈ CR VAE Decode
VAE decode with tiled (low-VRAM) and circular (seamless) options
- samples
- vae
- IMAGE
- show_help
Every image workflow ends with a VAE decode - the step that turns the latent the sampler produced back into actual pixels. ComfyUI's built-in VAEDecode does this fine. CR VAE Decode is the same operation with two extra switches bolted on: tiled decoding for when a big image would blow your VRAM, and circular decoding for making seamless, tileable textures. If you never need either, you don't need this node. If you do, it's a one-node upgrade.
How it works
The VAE is the codec between pixel space and the compressed latent space where diffusion actually happens. Decoding runs the latent back through the decoder half of that codec to get an image. Worth internalizing: this round trip is lossy - every encode/decode cycle sheds a little detail, which is why chained img2img and stacked detailer passes slowly grind an image down. You decode once, at the end, for a reason.
The two switches change how the decode runs:
tiled- decode the latent in overlapping tiles instead of all at once. Slower, but the peak memory is far lower, so it's how you get a large image out on a card that would otherwise OOM on the final decode.circular- use circular padding so the output wraps at its edges, producing a seamless tile. This is the actual reason to pick this node: it's a clean way to make repeating textures.
The inputs and outputs that matter
samples(LATENT) - the latent from your sampler.vae(VAE) - the decoder. Use the one that matches your model.tiled(BOOLEAN, default false) - flip on for big images / low VRAM.circular(BOOLEAN, default false) - flip on for seamless, tileable output.
Output is the decoded IMAGE (plus show_help, ignore it).
Installing it
A Core node in Comfyroll Studio (Suzie1 / RockOfFire), a large, established pack. Via ComfyUI Manager: search "Comfyroll Studio," install, restart. Or clone it:
cd ComfyUI/custom_nodes
git clone https://github.com/Suzie1/ComfyUI_Comfyroll_CustomNodes.git
then restart. No models beyond the VAE you already use.
Common issues
Grey, washed-out, or garbled output almost always means the wrong VAE, not a bug in the decode. Match the VAE to the model: SD 1.5 checkpoints that look faded want the classic 840k VAE, but nearly every modern model (SDXL fine-tunes, Flux, and later) bakes its VAE in - attaching an external one there degrades output rather than fixing it. When colors look off, suspect the VAE choice first.
Tiled decoding can leave faint seams between tiles on some models; if you see grid artifacts, it's the trade for the memory saving. And circular only makes sense for textures you intend to tile - leave it off for normal images. If the whole pack fails to load at startup with a traceback, reinstall it cleanly through Manager; that's an install problem, not the node.
Inputs (4)
| Name | Type | Default | Description |
|---|---|---|---|
| samples | LATENT | β | |
| vae | VAE | β | |
| tiled | BOOLEAN | false | β |
| circular | BOOLEAN | false | β |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| IMAGE | IMAGE | β |
| show_help | STRING | β |