Nodes/comfyui-sceneweaver/Scene Entity - Fantasy
ComfyUI Node

Scene Entity - Fantasy

Describe one Fantasy entity across every morphology field and emit it as a SCENE_ENTITY payload. The entity_text output is the entity as it will read inside a scene: no setting and no action, both of which the Scene Weaver owns. Optional: wire it into a Scene Weaver slot to give that slot the top allowance -- though a kind a model builds from a silhouette still speaks fewer details than one it builds from parts.

By EnragedAntelope·Created 9 days ago·Updated about 15 hours ago· 3
Scene Entity - Fantasy
    • entity_text
    • entity
    ◄seed0►
    ◄kindRandom►
    ◄subkindRandom►
    ◄scaleRandom►
    ◄conditionRandom►
    ◄formRandom►
    ◄materialRandom►
    ◄primary_colorRandom►
    ◄accent_colorRandom►
    ◄markingsRandom►
    ◄surface_detailRandom►
    ◄appendagesRandom►
    ◄appendage_countRandom►
    ◄emittersRandom►
    ◄emitter_countRandom►
    ◄emitter_colorRandom►
    ◄armamentRandom►
    ◄armament_countRandom►
    ◄sensorsRandom►
    ◄sensor_countRandom►
    ◄apertureRandom►
    ◄extrasRandom►
    Categoryconditioning/sceneweaver

    Inputs (22)

    NameTypeDefaultDescription
    seedINT00–18446744073709550000Seed for reproducible scenes. The control below defaults to 'randomize' so every run differs; set it to 'fixed' to reproduce a scene.
    kindCOMBORandomWhat this entity fundamentally is. Scopes every other field on this slot -- its options and its labels. Set to None to leave the slot empty. Identity | Random=randomize, value=lock, None=omit
    subkindCOMBORandomThe specific type within the kind -- a unicorn, a frost troll, a galleon. Identity | Random=randomize, value=lock, None=omit
    scaleCOMBORandomHow big it is relative to a person. Identity | Random=randomize, value=lock, None=omit
    conditionCOMBORandomAge and state -- ancient, battle-scarred, slumbering, petrified. Identity | Random=randomize, value=lock, None=omit
    formCOMBORandomThe silhouette: a body plan, a build, a hull or a tower's shape. The field that makes two dragons actually look different. Form & Material | Random=randomize, value=lock, None=omit
    materialCOMBORandomWhat it is covered in, made of, or wearing. Form & Material | Random=randomize, value=lock, None=omit
    primary_colorCOMBORandomThe colour of the thing itself -- scales, coat, robes, stone. Describes the subject, never the lighting. Surface & Colour | Random=randomize, value=lock, None=omit
    accent_colorCOMBORandomA secondary colour: trim, banding, the underside of a wing. Surface & Colour | Random=randomize, value=lock, None=omit
    markingsCOMBORandomHeraldry, war paint, patterning. Carries no readable lettering. Surface & Colour | Random=randomize, value=lock, None=omit
    surface_detailCOMBORandomFinish and wear at close range -- scars, moss, weathering, stitching of hide. Surface & Colour | Random=randomize, value=lock, None=omit
    appendagesCOMBORandomWhat sticks out: horns, wings, tails, tusks, towers and masts. Components | Random=randomize, value=lock, None=omit
    appendage_countCOMBORandomHow many. Composed into the appendage phrase. Components | Random=randomize, value=lock, None=omit
    emittersCOMBORandomWhat shines with its own light: enchanted gems, rune tracery, ember eyes, a spell held in the hand. Components | Random=randomize, value=lock, None=omit
    emitter_countCOMBORandomHow many. Components | Random=randomize, value=lock, None=omit
    emitter_colorCOMBORandomThe colour of the magic itself. Belongs to the subject, not the lighting. Components | Random=randomize, value=lock, None=omit
    armamentCOMBORandomWeapons, carried or grown: a longsword, a war maul, horns and talons. Components | Random=randomize, value=lock, None=omit
    armament_countCOMBORandomHow many weapons. Components | Random=randomize, value=lock, None=omit
    sensorsCOMBORandomHow it sees: eyes, many eyes, a lantern-bearing gaze. Components | Random=randomize, value=lock, None=omit
    sensor_countCOMBORandomHow many. A cyclops and a many-eyed horror are different things. Components | Random=randomize, value=lock, None=omit
    apertureCOMBORandomThe opening: a fanged maw, a visor, a gatehouse arch. Components | Random=randomize, value=lock, None=omit
    extrasCOMBORandomOne more distinguishing thing -- a saddle, a satchel, a hanging banner. Components | Random=randomize, value=lock, None=omit

    Outputs (2)

    NameTypeDescription
    entity_textSTRING—
    entitySCENE_ENTITY—