ComfyUI Node
kubakub brightness compensation
The projector lights near, frontal parts of the building brighter than far or turned-away ones. This darkens the bright parts (and optionally lifts the dim ones) so your content looks equally bright everywhere on the building. Put it last, before the export.
kubakub brightness compensation
- images
- scene
- regions
- images
- gain_map
- report
- gain
◄matchdim areas►
◄strength1.00►
◄lift_dim_up_to1.00►
◄smooth_px8►
◄grazing_deg60►
Categorykubakub/3d/scene
Inputs (8)
| Name | Type | Default | Description |
|---|---|---|---|
| images | IMAGE | Your finished frames at matrix size (one still or a video batch). | |
| scene | KUBA_SCENE | From kubakub scene render (the projector's view of the building). | |
| match | COMBO | dim areas | dim areas = everything as even as the dimmest parts (most even, darker); average = only the brightest parts come down. |
| strength | FLOAT | 1.000–1 | 0 = unchanged, 1 = fully even. 0.5-0.7 keeps a little of the natural falloff. |
| lift_dim_up_to | FLOAT | 1.001–4 | 1 = never brighter than your content (safe). Above 1 dim parts get lifted too; their highlights may clip. |
| smooth_px | FLOAT | 80–256 | Softens the gain map (pixels of the projection view), hides small steps. |
| grazing_deg | FLOAT | 600–90 | Surfaces hit steeper than this (side faces of mouldings) don't set the level: they are dim by nature and would darken everything else. |
| regionsopt | KUBA_REGIONS | One gain per region instead of per pixel, so no gradient inside a window. |
Outputs (4)
| Name | Type | Description |
|---|---|---|
| images | IMAGE | The compensated frames. |
| gain_map | IMAGE | How much each part is changed (dark = darkened, colours as in scene measure). |
| report | STRING | Target, how much light is kept overall and how much clips. |
| gain | MASK | The real gain as a mask at the size of your frames (in linear light): white (1) = a gain of 1.0 (unchanged), or the highest gain when lift_dim_up_to is above 1; darker = darkened more. The report says the range. |