Nodes/playbook3d-comfyui-nodes/Playbook Mask Render Pass Sequence
ComfyUI Node

Playbook Mask Render Pass Sequence

Per-frame object masks, stable across an entire animation

By playbook3d·Created 2 years ago·Updated about a year ago· 21
Playbook Mask Render Pass Sequence
    • mask_pass
    • mask_1
    • mask_2
    • mask_3
    • mask_4
    • mask_5
    • mask_6
    • mask_7
    • mask_8
    api_key
    blur_size0.00
    run_id

    Playbook Mask Sequence is the video version of Playbook Mask, and it fixes the exact problem that makes animated masking painful: mask stability. Instead of one composite and eight masks for a single frame, it pulls a zip of mask frames and returns nine batched tensors - the composite mask_pass plus mask_1 through mask_8, each as a stack of masks, one per frame.

    Why that matters: when you mask-based inpaint or retexture a video locally, the usual pain is segmentation jitter. SAM and friends will happily decide the "same" object is a slightly different shape on frame 40 than frame 41, and your retextured footage shimmers. Masks straight from a 3D renderer don't do that - they're computed from geometry, so the object you're masking is the same pixels-ish region every frame, with no model inference noise. If you're doing per-frame compositing or selective retexturing of an animated scene, this is the node that makes it tractable.

    How it works

    Inputs are api_key (required), blur_size (float, 0–50, default 0), and run_id (optional). No fallback image - this is a sequence node, so failures raise rather than degrade.

    The flow: exchange api_key for a token, request download URLs, and read the mask_zip key from the response. The zip is extracted to a temp dir, files sorted by name, and each frame is split into the composite plus its eight color-keyed masks (the same eight hardcoded colors as the single-frame node: yellow, blue, teal, near-black, green, pink, orange, red). blur_size is applied per frame if set. Outputs are batches along the frame dimension: mask_pass is the RGB composites, mask_1mask_8 are single-channel mask batches. Wire them straight into a per-frame loop or a batch-aware inpaint.

    Install

    Same as the rest of the pack:

    cd ComfyUI/custom_nodes
    git clone https://github.com/playbook3d/playbook3d-comfyui-nodes
    

    Or search Playbook Nodes in ComfyUI Manager, then restart ComfyUI. No models, no extra pip packages - zipfile, tempfile, and ComfyUI's bundled stack cover it. You need the Playbook3D API key and a render that has a mask sequence attached.

    Troubleshooting

    Failures here are loud: bad key gives "API Key not found or incorrect.", a missing zip gives "No mask zip found for the provided parameters." - usually an unfinished render or a run_id without a sequence. Ordering comes from filename sort, so zero-padded frame names are your friend, same as the other sequence nodes. And the eight-color exact-match rule from Playbook Mask applies per frame here: if your masks come back empty, the mask pass colors drifted (compression, color space), so fix the render-side export. Eight materials max - beyond that, extras have no individual mask.

    CategoryPlaybook 3D

    Inputs (3)

    NameTypeDefaultDescription
    api_keySTRING
    blur_sizeFLOAT0.000–50
    run_idoptSTRING

    Outputs (9)

    NameTypeDescription
    mask_passIMAGE
    mask_1MASK
    mask_2MASK
    mask_3MASK
    mask_4MASK
    mask_5MASK
    mask_6MASK
    mask_7MASK
    mask_8MASK