OC Outfit Style Part
242 outfit styles
- oc_part
- prompt_preview
- debug_text
OCOutfit Style Part is the anchor of the outfit system - the high-level clothing style slot (base_style) that sets the vibe before you layer on tops and bottoms. It's also the single biggest dropdown among the part nodes: 242 options across eight subgroups, from formal wear (正装), casual (休闲服), sportswear, swimwear, uniforms (制服), armor (盔甲), to the general style category where the interesting tags live.
That style group is the reason to love this node. It's full of whole-wardrobe concepts rather than single garments: adapted_costume (原设服装改编), alternate_costume, animal costume, arabian_clothes, Ao_Dai, ainu_clothes, and a pile of uniform and military entries. These are the tags that instantly communicate "this character has a themed look," and on the Danbooru-trained anime models this pack targets, they resolve far better than a sentence describing the same idea.
How it works
Same part-node system as every other outfit part:
mode-unset(default, emits nothing),fixed(keep your pick), orrandomize(seeded sample from the pool).group- filter to one of the eight style subgroups.option- static dropdown over all 242, formatted风格 | 原设服装改编 -> adapted_costume.
The three things every part node user must internalize, once:
- Default mode is
unset. If you wire this into the outfit block and never touch mode, it contributes zero tags. Set it tofixedorrandomizeor your character shows up in whatever the sampler defaulted to. - The
optiondropdown is static. It doesn't shrink when you changegroup. Pick a uniform, switchgroupto armor, and execution falls back to the first armor option, flagged indebug_text. randomizeis seeded and deterministic. Sameseed, same style pick, every run - which is what you want when a style must survive across a character sheet.
The color question
There's a color_role input (default auto) that tells the outfit block how this part should consume a connected palette. For the style slot the auto-assigned role is none - no palette color gets prefixed - which makes sense: "arabian_clothes" shouldn't be force-colored black. Leave it alone unless you have a specific reason.
Outputs are the standard trio: oc_part (typed OC_PART_OUTFIT_STYLE, wire it into Character Outfit Block's base_style_part), prompt_preview, and debug_text.
Installing it
cd ComfyUI/custom_nodes
git clone https://github.com/Zhuozhuo-219/ComfyUI-OC-Generator
Restart ComfyUI, or use ComfyUI Manager (search ComfyUI-OC-Generator). No extra dependencies, no model downloads - the tag data ships in-repo.
One caveat worth knowing: this pack is young and quiet, and the style catalog is a curated cut of Danbooru-style tags, not the full board. It's strong on uniforms, costumes, and cultural clothing; thinner on hyper-specific contemporary fashion. When you need something it doesn't have, put it in OC Generator's prefix_prompt and let the style part handle the broad strokes.
Inputs (5)
| Name | Type | Default | Description |
|---|---|---|---|
| group | COMBO | __all_groups__ | Limit the part to one subgroup inside this slot. The option dropdown is still static in the UI. |
| mode | COMBO | unset | unset emits no prompt. fixed keeps the selected option. randomize samples within the current slot pool. |
| option | COMBO | 风格 | 原设服装改编 -> adapted_costume | Static dropdown for all options in this part node. If the selected option is outside the current group, execution falls back to the first valid item in that group. |
| color_roleopt | COMBO | auto | How this part should consume the global palette. auto lets Character Outfit Block assign a role by slot. |
| seedopt | INT | 00–4294967295 | Seed used by randomize mode for reproducible part selection. |
Outputs (3)
| Name | Type | Description |
|---|---|---|
| oc_part | OC_PART_OUTFIT_STYLE | Structured local part data for Character Outfit Block. |
| prompt_preview | STRING | The prompt fragment resolved by this part node. |
| debug_text | STRING | Execution details for slot filtering and random selection. |