JZL - 🎯 场景元素调度2
The no-magic scene dispatcher — 24 named ports instead of name-guessing
- scene_instruction
- 角色A
- 角色B
- 角色C
- 角色D
- 角色E
- 角色F
- 角色G
- 角色H
- 场景A
- 场景B
- 场景C
- 场景D
- 场景E
- 场景F
- 场景G
- 场景H
- 道具A
- 道具B
- 道具C
- 道具D
- 道具E
- 道具F
- 道具G
- 道具H
- ref_image_0
- ref_image_1
- ref_image_2
- ref_image_3
- ref_image_4
- ref_image_5
- ref_image_6
- ref_image_7
- ref_image_8
The original 场景元素调度 is clever - it reads your upstream node names and auto-classifies images into character/background/prop. Cute, until your names are ambiguous or you just want a workflow that does exactly what the wires say. JZL - 🎯 场景元素调度2 is the version for that mood: fixed, explicitly-named inputs and zero guesswork.
Instead of auto-growing image ports, this node gives you 24 fixed inputs organized the way the H3 slot system actually thinks: 角色A–H (characters), 场景A–H (scenes), 道具A–H (props). You connect the image for "角色A" to the input literally named 角色A. The dispatch instruction says 角色:A, the node takes it from the 角色A port. That's the whole mechanism - matching by exact slot name, no keyword classifier, no fuzzy matching.
How the matching works
The scene_instruction input parses the same slot JSON the original dispatcher uses - {"slots": ["角色:A", "场景:B", ...]} - and assigns each slot to the next free ref_image_N output in order. Where the "2" gets interesting:
- The node first checks the global asset pool (JZL_BUS_POOL) for an asset registered under that name - the pack's generation manager can hand assets around "wirelessly" via that in-process pool, so you can route references without dragging a wire across the canvas.
- Only if the pool misses does it fall back to the fixed ports. That fallback keeps old workflows working and gives you a manual override: wire the port directly and it wins.
Either way, unmatched slots stay None, and a None reference slot means "not encoded, not sampled" - clean gaps instead of wrong images.
Inputs and outputs
- scene_instruction (
*) - from the 分段处理中心's 场景调度指令. - 24 optional IMAGE inputs - 角色A–H / 场景A–H / 道具A–H.
- ref_image_0 … ref_image_8 (
IMAGE) - nine outputs into the H3 reference encoder.
Which one should you use?
Honestly, this is a preference call, and the pack ships both for a reason. Use the original 场景元素调度 when you're iterating fast and your loaders are clearly named - the auto-classification saves you fifteen minutes of wiring. Reach for this "2" version when you want determinism: a template workflow, a workflow you'll share, or a project where a mis-routed reference image is expensive. The explicit A–H naming also matches how the H3 prompt tags (<Picture i>) and your reference intros line up, which makes debugging much easier when a shot comes out wrong.
Install
Same pack as everything here: ComfyUI Manager → search JZL or ComfyUI-JZL-MiniMax-H3, or git clone https://github.com/wjluoxiao/ComfyUI-JZL-MiniMax-H3 into custom_nodes/ and restart. Recent ComfyUI required, no model downloads. If the port names look odd to you, remember the whole pack is Chinese-first - 角色 means character, 场景 means scene, 道具 means prop.
Inputs (25)
| Name | Type | Default | Description |
|---|---|---|---|
| scene_instruction | * | — | |
| 角色Aopt | IMAGE | — | |
| 角色Bopt | IMAGE | — | |
| 角色Copt | IMAGE | — | |
| 角色Dopt | IMAGE | — | |
| 角色Eopt | IMAGE | — | |
| 角色Fopt | IMAGE | — | |
| 角色Gopt | IMAGE | — | |
| 角色Hopt | IMAGE | — | |
| 场景Aopt | IMAGE | — | |
| 场景Bopt | IMAGE | — | |
| 场景Copt | IMAGE | — | |
| 场景Dopt | IMAGE | — | |
| 场景Eopt | IMAGE | — | |
| 场景Fopt | IMAGE | — | |
| 场景Gopt | IMAGE | — | |
| 场景Hopt | IMAGE | — | |
| 道具Aopt | IMAGE | — | |
| 道具Bopt | IMAGE | — | |
| 道具Copt | IMAGE | — | |
| 道具Dopt | IMAGE | — | |
| 道具Eopt | IMAGE | — | |
| 道具Fopt | IMAGE | — | |
| 道具Gopt | IMAGE | — | |
| 道具Hopt | IMAGE | — |
Outputs (9)
| Name | Type | Description |
|---|---|---|
| ref_image_0 | IMAGE | — |
| ref_image_1 | IMAGE | — |
| ref_image_2 | IMAGE | — |
| ref_image_3 | IMAGE | — |
| ref_image_4 | IMAGE | — |
| ref_image_5 | IMAGE | — |
| ref_image_6 | IMAGE | — |
| ref_image_7 | IMAGE | — |
| ref_image_8 | IMAGE | — |