LC Vision Storyboard Sheet (BETA) ποΈ
The node with no wires that runs your reference pictures
Drop LC Vision Storyboard Sheet on the canvas and it has no inputs and no outputs. Nothing to wire, nothing to convert, nothing to connect it to. It isn't broken - it's a panel. A card per picture your movie could use, laid out on the node itself, with three buttons per card: β Use, β», and β.
If you've built a video project with the LC Vision Showrunner, this is the node you'll keep on screen. It's the difference between "I think we have a picture of the lobby" and seeing one.
How a node with no sockets does anything
Three things make it work. First, it reads the project name off the Showrunner node in the same workflow - the first LCVisionDirector it finds on the canvas - rather than off a wire. That's why the node needs nothing connected: the context is the graph itself.
Second, the Python side of this node registers a few small HTTP endpoints (/lc_vision/storyboard/status and friends). The frontend JS behind the node calls those, gets back one card per wishlist item - a face per cast member, a place per location, an anchor per room with a crowd - and draws them.
Third, it reads the same project data the Builder reads: your existing references, plus whatever the Storyboard Save has registered. So each card is in exactly one of four states: missing, made but not in use, β in the Reference Assembler, or you have your own picture. The header counts them for you: "7 of 9 made Β· 4 in use".
No model, no VRAM, no GGUF. It's a thumbnail board and three buttons.
The three buttons, and what they actually change
β Use writes the picture into the LC H3 Reference Assembler's reference list - replacing any earlier storyboard picture for the same thing, and leaving pictures you added yourself alone. That's the moment a generated portrait goes from "a file on disk" to "the face the movie uses". If there's no Reference Assembler in the workflow, it just toasts and does nothing.
β» posts a retake for that one card, which bumps a take counter in the project, and then queues only the Save node with the Builder restricted to that name. The counter feeds into the seed, so the remake differs even if your seed input is fixed from a seed node. This is the good part: you fix one wrong face without re-rendering the other eight.
β opens a text box with the prompt the Builder wrote from the Shot List, so you can rewrite it in your own words. Overrides are saved in the project, show on the card as "β your words", and a Reset puts the generated prompt back. The Shot List never has to know.
The board refreshes itself after the Save runs. There's an auto-use path too: a picture made for something the Reference Assembler had nothing for goes in by itself, because refusing to use it isn't cautious - it's just a lobby shot with no lobby. Anything already covered is left for you to swap deliberately.
Install
Normal pack install, and the usual restart:
cd ComfyUI/custom_nodes
git clone https://github.com/lonecatone23/ComfyUI_LC_Vision_nodes.git
Manager users can search ComfyUI LC Vision Nodes instead. Because this node is almost entirely a front-end extension, hard-refresh your browser (Ctrl/Cmd-Shift-R) after installing or updating the pack. ComfyUI will happily keep serving you the old JS from cache, and the symptom is a node that renders as an empty grey box - which looks exactly like a broken install and isn't.
The other half of the trio: the Builder and the Save must be in the workflow too, along with the Showrunner that owns the project. The Sheet is a viewer with buttons; it doesn't make anything by itself.
When it's blank
Empty node, no cards. Two candidates. Either there's no Showrunner in the workflow (it follows that node's project, so there's nothing to show), or your browser is running stale JS from before the install. Reload hard first.
"There is no LC H3 Reference Assembler in this workflow." β Use needs it, and it lives in a different LC pack - it isn't part of this one. Add it to the graph even if you're not otherwise using it yet, or Use has nowhere to write.
β» refuses with "Turn on Storyboard Bypass first". The storyboard group is bypassed or muted, so there'd be nothing to run. Un-bypass the Builder and Save and try again.
You β Used a picture and lost it. Use mutates the workflow's Reference Assembler widget. That's a workflow change - save the workflow, or the next thing you load won't know about it. Same trap as any setting you change in the UI and don't save.
Cards are cramped. Drag the node wider; the grid reflows to as many columns as fit, and at default width you'll see two and scroll a lot.
And the caveat: the pack's README predates these storyboard nodes entirely, so there's no tutorial on the internet for this one. The node's tooltips are the documentation, which is why this article exists.
Inputs (0)
No inputs
Outputs (0)
No outputs