Nodes/ComfyUI Β· Egregora: Divide & Enhance/πŸ§ͺ Egregora Debug Mask
ComfyUI Node

πŸ§ͺ Egregora Debug Mask

See your seams before you pay for them

By lucasgattasΒ·Created about a year agoΒ·Updated 5 months agoΒ· 3
πŸ§ͺ Egregora Debug Mask
  • egregora_data
  • masks
β—„blend_px48β–Ί
β—„feather_curvesmootherstepβ–Ί
β—„mask_warp_strength1.0β–Ί
β—„mask_warp_frequency1.0β–Ί
β—„tile_index0β–Ί

Egregora Debug Mask is the node you'll thank yourself for discovering before your first run, not after. It previews the exact seam masks the pack will use - without you having to run a single tile through a sampler. Measure twice, cut once, but for tiled upscaling.

The flow is almost insultingly simple: Egregora Algorithm β†’ Egregora Debug Mask β†’ MaskPreview. It reads the tile plan from EGREGORA_DATA, regenerates every mask with the same make_owner_padded_mask logic that Divide Select uses, and hands them to you as a MASK list. No image input needed. No VRAM-hungry VAE encode in the way. It runs on CPU because it's just mask math - you can inspect a whole grid's seam plan in about the time it takes to blink.

The inputs

  • egregora_data - the plan from Egregora Algorithm. That's the only "real" input; everything else controls how the masks are shaped.
  • blend_px (48) - width of the transition band around each owner region. This is the big seam-quality dial, so it's the one you'll iterate on here.
  • feather_curve - linear, smoothstep, smootherstep, cosine. smootherstep is the README's recommended default.
  • mask_warp_strength (1.0) / mask_warp_frequency (1.0) - how strongly and how often the mask boundary is warped to break up ruler-straight seams.
  • tile_index (0) - 0 returns the full batch of masks; any positive number returns just that one (1-based). If you're focused on one nasty region, preview a single mask.

The output is a list of grayscale MASK tensors. Preview them with MaskPreview (or stack them) and you'll see exactly where the transition bands sit, how wide they are, and whether the warp is doing its job.

Why it's worth it

A tiled enhancement pass is expensive - every tile is a full diffusion run, and if the seams come out wrong you pay that cost again. Debug Mask exists so you pay it once. It's also the cheapest way to learn the trade-offs: crank blend_px up and watch the transition bands eat into neighboring ownership; crank the warp strength up and watch the straight edges dissolve into organic contours. All of it costs you nothing but a preview.

Install

# ComfyUI Manager: search "Egregora" (pack title "ComfyUI Β· Egregora: Divide & Enhance")

# or by hand:
cd ComfyUI/custom_nodes
git clone https://github.com/lucasgattas/ComfyUI-Egregora-Divide-And-Enhance.git

Restart ComfyUI. No extra dependencies, no models to download. GPL-3.0.

Gotchas

The one rule: whatever settings you preview here are the settings you must feed Divide Select later. Combine uses the masks Divide Select hands it - it doesn't regenerate them - so a "preview" with different blend_px than your actual run is worse than no preview: it tells you the seams are fine when they aren't. Keep the two nodes' blend_px, feather_curve, and warp settings identical, use Debug Mask to dial them in, then reproduce them in the real split. And remember the preview is 1-based like the selector - tile_index = 0 is "show me everything," not "the first tile."

CategoryEgregora/Debug

Inputs (6)

NameTypeDefaultDescription
egregora_dataEGREGORA_DATAβ€”
blend_pxINT480–1024β€”
feather_curveCOMBOsmootherstep4 options: linear, smoothstep, smootherstep, cosine
mask_warp_strengthFLOAT1.00–16β€”
mask_warp_frequencyFLOAT1.00.1–8β€”
tile_indexINT0β€”

Outputs (1)

NameTypeDescription
masksMASKβ€”