Nodes/comfyui-pulse-studio/Pulse Slate · MiniMax H3
ComfyUI Node

Pulse Slate · MiniMax H3

Compiles prompts, an Asset Bin and a chain of PulseShot nodes into a MiniMax H3 timeline. Does not render: a single-window timeline hands back positive/latent for your own sampler, and a longer one goes to PulseRender.

By Addis-Pulse-Studio·Created 17 days ago·Updated 2 days ago· 2
Pulse Slate · MiniMax H3
  • model
  • clip
  • vae
  • audio_vae
  • model_fl2va
  • ref_video
  • ref_video_audio
  • ref_music
  • refs.ref_image_1
  • refs.ref_image_2
  • refs.ref_image_3
  • refs.ref_image_4
  • refs.ref_image_5
  • refs.ref_image_6
  • refs.ref_image_7
  • refs.ref_image_8
  • shots.shot_1
  • shots.shot_2
  • shots.shot_3
  • shots.shot_4
  • shots.shot_5
  • shots.shot_6
  • shots.shot_7
  • shots.shot_8
  • shots.shot_9
  • shots.shot_10
  • shots.shot_11
  • shots.shot_12
  • shots.shot_13
  • shots.shot_14
  • shots.shot_15
  • shots.shot_16
  • shots.shot_17
  • shots.shot_18
  • shots.shot_19
  • shots.shot_20
  • shots.shot_21
  • shots.shot_22
  • shots.shot_23
  • shots.shot_24
  • timeline
  • positive
  • latent
  • combined_audio
  • images
  • compiled_prompt
schema_version3.0.0
timeline_data{"schema": 2, "assets": [], "cast": []}
global_promptstyle: identity: soundscape: music:
shot_prompt[Shot 1] [Shot 2] At 00:05.000,
duration_seconds10.0
aspect_ratio16:9 landscape
width1344
height768
steps20
sampler_nameres_multistep
schedulersimple
cfg1.0
seed0
partition_strategybalanced
window_seconds15.0
resize_methodcrop
carry_modeimage
carry_audiotrue
carry_audio_seconds4.0
ref_image_sizematch
shift_video12.00
shift_audio3.00
audio_ref_ceiling3
continuitynone
CategoryAddisPulse/H3

Inputs (64)

NameTypeDefaultDescription
modelMODELThe ref2va (Reference) checkpoint. Read here only to detect the upstream patch chain and warn about it; this node no longer samples. Anchors and references are different checkpoints; wire the fl2va one into model_fl2va.
clipCLIP
vaeVAE
audio_vaeVAERequired on both branches -- H3 always builds a joint audio+video latent, even when no reference audio is encoded.
schema_versionSTRING3.0.0Which widget layout this node was saved with. Written by the node, read at load time to restore values by name. Do not edit.
timeline_dataSTRING{"schema": 2, "assets": [], "cast": []}The Asset Bin's storage: assets and cast, as JSON. Managed by the panel and never written to by the execute path.
global_promptSTRINGstyle: identity: soundscape: music: Art style, lighting, camera rules, character identity locks and score. Compiles into subject_definitions and retention_analysis. Optional labels at the start of a line: style: / identity: / retention: / soundscape: / music:. Unlabelled text is treated as style. Reference assets by name (@Mimi) or id ({{mimi}}) -- never by number. Ordinals are assigned from bin order at compile time.
shot_promptSTRING[Shot 1] [Shot 2] At 00:05.000, Timecoded shots, one per line. Begin each with [Shot N] or a [MM:SS.mmm] timecode. IGNORED whenever any PulseShot node is connected -- the two are never merged. See spec §5. Quoted "text" becomes dialogue. @Name references the Asset Bin.
duration_secondsFLOAT10.00.2–600Total length of the finished video. Snapped up to the 17k+5 frame grid, and split into windows if longer than window_seconds. Ignored when PulseShot nodes are connected -- their durations define the length.
aspect_ratioCOMBO16:9 landscapePreset canvases fitted into H3's 1,032,192px budget. Choose 'custom' to use the width and height widgets instead.
widthINT134432–4096Used only when aspect_ratio is 'custom'.
heightINT76832–4096Used only when aspect_ratio is 'custom'.
stepsINT201–100
sampler_nameCOMBOres_multistep6 options: res_multistep, euler, euler_ancestral, dpmpp_2m, dpmpp_2m_sde, ddim
schedulerCOMBOsimple6 options: simple, normal, beta, sgm_uniform, karras, exponential
cfgFLOAT1.01–201.0 uses BasicGuider, which is H3's own native path -- its reference pipeline has no negative conditioning anywhere. Above 1.0 switches to CFGGuider with an empty negative prompt. Leave at 1.0 unless you are deliberately experimenting.
seedINT00–18446744073709550000The base seed. Each window's actual seed is derived from this and from the set of shots in that window, so inserting a shot does not reroll the windows that did not change.
partition_strategyCOMBObalancedHow a long timeline is split. 'balanced' spreads it into near-equal windows, avoiding a short trailing window below H3's 124-frame trained floor. 'fill' packs full windows and merges any short tail backwards. 'shot_aligned' puts window seams on shot boundaries wherever the 17k+5 grid allows it, so fewer shots are compiled into two windows -- it reports which cuts it could not reach, and it gives up window_seconds to do it.
window_secondsFLOAT15.05.2–15.1Length of each individual H3 call. The trained ceiling is ~15.08s (362 frames) and the floor is ~5.17s (124 frames).
resize_methodCOMBOcropHow a reference image whose aspect does not match the canvas is fitted. 'pad' letterboxes, which makes the bars themselves reference content.
carry_modeCOMBOimageWhat the previous window contributes to the next as a REFERENCE on the ref2va branch. Distinct from `continuity`, which chooses whether a frame is pinned as a keyframe.
carry_audioBOOLEANtrueFeed the previous window's audio tail forward. Without it each window invents its own score and the seam is audible.
carry_audio_secondsFLOAT4.00.5–15
ref_image_sizeCOMBOmatch'match' scales references to the render's pixel area (faster). 'max' uses a 2048px short edge for stronger identity, but reference tokens ride every sampling step, so it is several times slower.
shift_videoFLOAT12.000.01–100
shift_audioFLOAT3.000.01–100
audio_ref_ceilingINT33–9How many standalone audio references the bin may hold. 3 is what MiniMax documents and what ComfyUI's ref_audios socket declares. Above 3 goes past both. Raise it to test, not to set and forget.
continuityCOMBOnoneHow windows join. 'none' samples each independently. 'last_frame_carry' pins the previous window's final frame as the next one's first frame. 'keyframe_pairs' pins each shot's start and end frames. The last two need model_fl2va and fail at compile time without it -- they do not fall back silently.
model_fl2vaoptMODELThe First/Last-Frame checkpoint. Required by the 'last_frame_carry' and 'keyframe_pairs' continuity modes. Loading both checkpoints is ~42GB.
ref_videooptIMAGEA reference video as frames, from an upstream loader.
ref_video_audiooptAUDIOSoundtrack of ref_video. Claims an <Audio N> ordinal ahead of every standalone audio reference.
ref_musicoptAUDIONon-diegetic score. Always the last audio ordinal.
refs.ref_image_1optIMAGEGlobal reference image 1, visible to every shot.
refs.ref_image_2optIMAGEGlobal reference image 2, visible to every shot.
refs.ref_image_3optIMAGEGlobal reference image 3, visible to every shot.
refs.ref_image_4optIMAGEGlobal reference image 4, visible to every shot.
refs.ref_image_5optIMAGEGlobal reference image 5, visible to every shot.
refs.ref_image_6optIMAGEGlobal reference image 6, visible to every shot.
refs.ref_image_7optIMAGEGlobal reference image 7, visible to every shot.
refs.ref_image_8optIMAGEGlobal reference image 8, visible to every shot.
shots.shot_1optPULSE_SHOTShot 1. Connecting any shot socket makes the shot text box inactive.
shots.shot_2optPULSE_SHOTShot 2. Connecting any shot socket makes the shot text box inactive.
shots.shot_3optPULSE_SHOTShot 3. Connecting any shot socket makes the shot text box inactive.
shots.shot_4optPULSE_SHOTShot 4. Connecting any shot socket makes the shot text box inactive.
shots.shot_5optPULSE_SHOTShot 5. Connecting any shot socket makes the shot text box inactive.
shots.shot_6optPULSE_SHOTShot 6. Connecting any shot socket makes the shot text box inactive.
shots.shot_7optPULSE_SHOTShot 7. Connecting any shot socket makes the shot text box inactive.
shots.shot_8optPULSE_SHOTShot 8. Connecting any shot socket makes the shot text box inactive.
shots.shot_9optPULSE_SHOTShot 9. Connecting any shot socket makes the shot text box inactive.
shots.shot_10optPULSE_SHOTShot 10. Connecting any shot socket makes the shot text box inactive.
shots.shot_11optPULSE_SHOTShot 11. Connecting any shot socket makes the shot text box inactive.
shots.shot_12optPULSE_SHOTShot 12. Connecting any shot socket makes the shot text box inactive.
shots.shot_13optPULSE_SHOTShot 13. Connecting any shot socket makes the shot text box inactive.
shots.shot_14optPULSE_SHOTShot 14. Connecting any shot socket makes the shot text box inactive.
shots.shot_15optPULSE_SHOTShot 15. Connecting any shot socket makes the shot text box inactive.
shots.shot_16optPULSE_SHOTShot 16. Connecting any shot socket makes the shot text box inactive.
shots.shot_17optPULSE_SHOTShot 17. Connecting any shot socket makes the shot text box inactive.
shots.shot_18optPULSE_SHOTShot 18. Connecting any shot socket makes the shot text box inactive.
shots.shot_19optPULSE_SHOTShot 19. Connecting any shot socket makes the shot text box inactive.
shots.shot_20optPULSE_SHOTShot 20. Connecting any shot socket makes the shot text box inactive.
shots.shot_21optPULSE_SHOTShot 21. Connecting any shot socket makes the shot text box inactive.
shots.shot_22optPULSE_SHOTShot 22. Connecting any shot socket makes the shot text box inactive.
shots.shot_23optPULSE_SHOTShot 23. Connecting any shot socket makes the shot text box inactive.
shots.shot_24optPULSE_SHOTShot 24. Connecting any shot socket makes the shot text box inactive.

Outputs (6)

NameTypeDescription
timelinePULSE_TIMELINE
positiveCONDITIONING
latentLATENT
combined_audioAUDIO
imagesIMAGE
compiled_promptSTRING