ComfyUI Node
OCSNoise Conditioning
A ComfyUI node in sd with 25 inputs and 1 output.
OCSNoise Conditioning
- conditioning
- custom_noise
- CONDITIONING
◄seed0►
◄blend0.01►
◄pooled_blend0.01►
◄blend_modeinject►
◄pooled_blend_modeinject►
◄noise_strength1.00►
◄pooled_noise_strength1.00►
◄conditioning_multiplier1.00►
◄pooled_conditioning_multiplier1.00►
◄time_moderelaxed►
◄start_time0.00►
◄end_time1.00►
◄item_start0.00►
◄item_end1.00►
◄pooled_item_start0.00►
◄pooled_item_end1.00►
◄slice_start0.00►
◄slice_end1.00►
◄pooled_slice_start0.00►
◄pooled_slice_end1.00►
◄cpu_noisetrue►
◄normalizetrue►
◄fake_channels1►
Categorysd
Inputs (25)
| Name | Type | Default | Description |
|---|---|---|---|
| conditioning | CONDITIONING | Input conditioning to be noised. | |
| seed | INT | 00–18446744073709550000 | Seed to use for generated noise. |
| blend | FLOAT | 0.01-10000–10000 | Blend strength of noise to be added to conditioning as a percentage where 1.0 would indicate 100%. |
| pooled_blend | FLOAT | 0.01-10000–10000 | Blend strength of noise to be added to pooled conditioning as a percentage where 1.0 would indicate 100%. |
| blend_mode | COMBO | inject | Blending function used when combining noise with the conditioning. inject just adds it. |
| pooled_blend_mode | COMBO | inject | Blending function used when combining noise with the pooled conditioning. inject just adds it. |
| noise_strength | FLOAT | 1.00-10000–10000 | Strength of the generated noise to be added to conditioning. |
| pooled_noise_strength | FLOAT | 1.00-10000–10000 | Strength of the generated noise to be added to pooled conditioning. |
| conditioning_multiplier | FLOAT | 1.00-10000–10000 | Multiplier applied to conditioning tensors. |
| pooled_conditioning_multiplier | FLOAT | 1.00-10000–10000 | Multiplier applied to pooled conditioning tensors. |
| time_mode | COMBO | relaxed | Controls time matching. Strict requires a conditioning item to be fully within the start/end range while relaxed just requires it to have overlap with the range. For example, if the time range is 0.2 through 0.5 and the conditioning item is 0.0 through 0.4 then strict mode would not match. |
| start_time | FLOAT | 0.000–1 | Conditioning item start time as a percentage of sampling. |
| end_time | FLOAT | 1.000–1 | Conditioning item end time as a percentage of sampling. |
| item_start | FLOAT | 0.000–1 | Conditioning item start as a percentage of the total number of conditioning items. |
| item_end | FLOAT | 1.000–1 | Conditioning item end as a percentage of the total number of conditioning items. |
| pooled_item_start | FLOAT | 0.000–1 | Conditioning pooled output item start as a percentage of the total number of conditioning items. |
| pooled_item_end | FLOAT | 1.000–1 | Conditioning pooled output item end as a percentage of the total number of conditioning items. |
| slice_start | FLOAT | 0.000–1 | Noise is generated to match the total size of matched conditioning items. Slices use a percentage of that chunk of noise. |
| slice_end | FLOAT | 1.000–1 | Noise is generated to match the total size of matched conditioning items. Slices use a percentage of that chunk of noise. |
| pooled_slice_start | FLOAT | 0.000–1 | Noise is generated to match the total size of matched conditioning items. Slices use a percentage of that chunk of noise. |
| pooled_slice_end | FLOAT | 1.000–1 | Noise is generated to match the total size of matched conditioning items. Slices use a percentage of that chunk of noise. |
| cpu_noise | BOOLEAN | true | Controls whether noise will be generated on GPU or CPU. Only affects noise types that support GPU generation. |
| normalize | BOOLEAN | true | Controls whether the generated noise is normalized to 1.0 strength before scaling. Generally should be left enabled. |
| fake_channels | INT | 1 | Noise will be generated with number of channels. Shouldn't make a difference for most noise types. |
| custom_noiseopt | OCS_NOISE,SONAR_CUSTOM_NOISE | Custom noise type to use. If not connected, gaussian noise will be used. |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| CONDITIONING | CONDITIONING | — |