2🐕Fuzzy fast intensity
Feather a hard mask edge before you inpaint
- mask
- MASK
Hard mask edges make hard seams. Paint a crisp selection, inpaint inside it, and you'll often get a visible ring where the generated content meets the original - the fix and the untouched pixels disagree right at the boundary. The standard cure is feathering the mask edge before you encode it, and that's exactly what this node does: a dedicated blur pass for masks, nothing more.
How it works
Feed it a mask and an intensity value, and it softens the mask's edge by that amount - turning a hard binary boundary into a gradual falloff, so the region where "definitely edit this" fades into "definitely don't" instead of switching abruptly. It's purely an edge-softening operation. It doesn't resize the masked area the way growing or shrinking would; a feathered mask still covers roughly the same region, just with softer transitions at its border.
The inputs and outputs that matter
mask(MASK, required) - the mask to soften.Fuzzyintensity(INT, 0-150, default 1) - how much blur to apply. 0 leaves it essentially untouched; higher numbers feather further.
Output is a single MASK, ready to hand off to your inpaint encoder or composite step.
How to install it
Search Comfyui-ergouzi-Nodes in ComfyUI Manager, or clone it manually:
cd ComfyUI/custom_nodes
git clone https://github.com/11dogzi/Comfyui-ergouzi-Nodes.git
Restart ComfyUI. Same note that applies across this pack: the English repo is marked as no longer updated, with the author's ongoing work happening on a Chinese-named sibling repo.
Common issues & troubleshooting
Default of 1 looks like nothing happened. It's close to a no-op - bump it up if you're not seeing any softening on a freshly-added node.
The dial goes to 150, but you probably don't want to. The wider community's rule of thumb for mask feathering sits in the single digits to low teens - enough to smooth a seam without spreading the effect somewhere you didn't intend. Cranking Fuzzyintensity toward the top of its range will bleed the edit well past the region you actually painted, which is the classic too-much-blur failure: the fix stops respecting its own boundary.
This node softens edges, it doesn't grow or shrink the mask. If the actual problem is that your masked region is too tight or too loose - not that its edge is too hard - you want a grow/shrink node instead. The two operations solve different problems and this pack ships both; reach for the right one rather than cranking this one further to compensate for a sizing issue.
Blur too low still leaves a visible seam. If a small bump doesn't do it, don't be afraid to keep raising it a bit at a time - feathering interacts with your denoise strength and mask padding too, so if the seam persists after a reasonable amount of blur, check whether the mask needs more room around the region (a grow step) before assuming this node alone should fix it.
Inputs (2)
| Name | Type | Default | Description |
|---|---|---|---|
| mask | MASK | — | |
| Fuzzyintensity | INT | 10–150 | — |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| MASK | MASK | — |