Materials Styler
1,200 materials, weirdly wood-heavy
- text_positive
- text_negative
MaterialsStyler injects a material into your prompt - the substance a thing is made of. You pick from a dropdown of ~1,200 entries and it welds that material onto your text, so "a chair" becomes "a chair, African mahogany" (roughly) at a strong weight. It's handy when the what-it's-made-of matters more than the object: product-style renders, sculpture, texture studies, that kind of thing.
Scroll the list, though, and you'll notice it's oddly wood-heavy - Abachi, Acacia, African blackwood, African padauk, Afzelia, Agba. Someone clearly poured a lumber catalog into this menu. That's not a knock, just a heads-up: it's deep on timber species and thinner elsewhere, and - like every big menu in this pack - a lot of the entries are far more specific than your checkpoint can distinguish. Your model probably can't tell African mahogany from African Mahogany (both are in there), so aim for materials it plausibly learned.
How it works
MileHighStyler is a fork of the classic SDXL Prompt Styler. Each menu entry is a JSON template with a {prompt} slot; MaterialsStyler drops your text_positive into the chosen material's template and wraps the style text at a strong default weight (~2.0, per the pack docs). It's pure text - output goes to your CLIP Text Encode, the model does the rest.
The inputs and outputs that matter
- materials - the ~1,200-entry dropdown.
none(and an empty""entry) turn it off. - text_positive - your subject; it lands in the template.
- text_negative - optional negative text.
log_prompt prints the finished prompt to the console - useful for confirming the material actually made it in. Outputs are text_positive and text_negative strings, into a CLIP Text Encode.
Installing it
ComfyUI Manager: search ComfyUI_MileHighStyler, install, restart. Or:
cd ComfyUI/custom_nodes && git clone https://github.com/TripleHeadedMonkey/ComfyUI_MileHighStyler
then restart. No models, no requirements.txt, no dependencies - Python and JSON. Nodes appear under ali1234/stylers.
Where people get burned
- Hyper-specific names do nothing. A model that knows "wood" or "oak" almost certainly can't render
Afzelia. When an obscure material has no effect, it's not broken - pick the common term the model actually learned. - Material vs. object confusion. The tag describes a substance; the model may apply it to the wrong part of the scene, "wood-ifying" a background instead of your subject. Word order and a clear subject up front help.
- Model era. The
2.0weighting is CLIP-encoder syntax, discarded on the 2026 LLM-encoded models (Flux 2, Z-Image, Qwen). Use MaterialsStyler on the SDXL family and SD1.5; on newer models, just name the material in plain words. - CFG 1 kills the negative half. Any carried negative only does something above CFG 1.
Inputs (4)
| Name | Type | Default | Description |
|---|---|---|---|
| text_positive | STRING | — | |
| text_negative | STRING | — | |
| materials | COMBO | 1237 options: none, , Abachi, Abaci, Acacia, African blackwood, +1231 | |
| log_prompt | BOOLEAN | true | — |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| text_positive | STRING | — |
| text_negative | STRING | — |