Nodes/ComfyUI-RTX-Remix/RTX Remix Set Edit Target
ComfyUI Node

RTX Remix Set Edit Target

Point RTX Remix at the layer you want to modify next

By NVIDIAGameWorks·Created 2 years ago·Updated 6 days ago· 71
RTX Remix Set Edit Target
  • context
  • context
  • layer_id
layer_id
enable_this_nodetrue

In RTX Remix, the edit target is the layer that receives your modifications. Everything you do - a texture replacement, a material tweak - lands on whatever layer currently holds that title. When you're scripting the Toolkit from ComfyUI, RTX Remix Set Edit Target is how you move that title around: it designates which layer should get the next round of changes, programmatically, in the middle of a workflow.

It's the write-side counterpart to RTX Remix Get Edit Target, and it does exactly one PUT /stagecraft/layers/target/{layer_id} call. Give it a layer ID, and the Toolkit switches its target. That's it - but in a multi-layer pipeline, that single action controls where all your subsequent work lands, which makes it quietly important.

The idiomatic pattern: create a fresh replacement layer with RTX Remix Create Layer (which, conveniently, can set itself as edit target), then explicitly Set Edit Target to it before ingesting and assigning textures. If your workflow touches several layers in sequence - diffuse on layer A, roughness on layer B - the target swap between the two is this node's job, ordered by the context chain so the swap happens at exactly the right moment.

Inputs:

  • layer_id (STRING) - the layer to make the edit target.
  • context (RTXRemixContext) - the standard connection thread.
  • enable_this_node (BOOLEAN) - the standard bypass; off returns an empty string.

Outputs:

  • context - passed through.
  • layer_id (STRING) - echoed back.

Install: part of NVIDIAGameWorks/ComfyUI-RTX-Remix, NVIDIA's official pack. ComfyUI Manager (search "RTX Remix") or:

cd ComfyUI/custom_nodes
git clone https://github.com/NVIDIAGameWorks/ComfyUI-RTX-Remix
# restart ComfyUI

Needs ComfyUI v0.3.48+ (V3 schema) and a running Toolkit with a project open - a live API call.

Where people get burned: stale assumptions. The Toolkit's edit target can be changed manually in its UI between workflow runs, so if you're relying on "it should still be layer X," it probably isn't. If your workflow cares, either set the target explicitly every run (idempotent and boring, which is a compliment) or check it first with Get Edit Target and branch. Also remember: RTX Remix Create Layer sets the edit target by default when it creates a layer - so if you create a layer and then your subsequent edits land somewhere unexpected, check whether the create node's set_edit_target is doing the driving.

CategoryRTXRemix/layers

Inputs (3)

NameTypeDefaultDescription
layer_idSTRING
contextRTXRemixContext
enable_this_nodeBOOLEANtrue

Outputs (2)

NameTypeDescription
contextRTXRemixContext
layer_idSTRING