2🐕Mask edges blurred
Soften a mask's edges so composites don't look pasted-in
- mask
- mask
A hard-edged mask is the fastest way to make an inpaint or composite look obviously fake - you get a visible seam where the generated region meets the original pixels. EG_ZZ_BYYH ("Mask edges blurred") is the simple fix: it softens the boundary of a mask so whatever you composite through it blends instead of snapping.
How it works
You hand it a mask, and it blurs the edge region so the transition from "fully masked" to "fully unmasked" happens gradually instead of in one pixel. This is the same idea documented broadly for inpainting workflows: mask blur is standard practice, typically in the single-digit-to-low-double-digit pixel range, because too little blur leaves a hard seam and too much bleeds the effect into surrounding pixels you didn't want touched. This node gives you two knobs to control that trade-off instead of one, which matters when your mask needs a wide feather but a light blur, or vice versa.
The inputs and outputs that matter
mask(MASK) - required, the mask to soften.Fuzzy_weight(INT, default 50, range 1–1000, optional) - controls how far the feathering effect reaches.Blur_size(INT, default 50, range 1–1000, optional) - controls the blur kernel itself.
Both defaults sit at 50, which is already well above the 4–12px range that's typical for feathering an inpaint seam - expect the defaults to feel heavy if you're used to core ComfyUI's mask-blur values, and dial both down for subtle work. Output is a single mask (MASK), ready to feed into a compositing node (ImageCompositeMasked, an inpaint sampler, or similar).
How to install it
ComfyUI Manager: search Comfyui-ergouzi-Nodes. Manual:
cd ComfyUI/custom_nodes
git clone https://github.com/11dogzi/Comfyui-ergouzi-Nodes.git
Restart. The pack's own README notes this English repo is frozen - no further updates - with ongoing work moved to a Chinese-named sibling. For a single-purpose node like this one, that mostly just means don't expect new parameters to show up later.
Common issues & troubleshooting
The edge still looks hard after running this node. Check that both Fuzzy_weight and Blur_size are actually above their defaults for your image resolution - a value tuned for a 512px mask will barely register on a 2048px image, since both parameters operate in pixels, not in a resolution-relative unit.
Too much blur eats detail you wanted to keep. If your composite starts looking smudged well outside the region you meant to blend, back off Blur_size first - that's the parameter shaping the blur kernel itself, and it's the one most likely to overreach at high values on a small mask.
You need to grow or shrink the mask, not just soften it. This node only feathers the existing boundary; it doesn't expand or contract the masked area. If you actually need more or less coverage before you feather, use EG_ZZ_SSKZ ("Mask Expansion") first, then run the result through this node.
Inputs (3)
| Name | Type | Default | Description |
|---|---|---|---|
| mask | MASK | — | |
| Fuzzy_weightopt | INT | 501–1000 | — |
| Blur_sizeopt | INT | 501–1000 | — |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| mask | MASK | — |