ComfyUI Node
Scene Entity - Horror
Describe one Horror 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.
Scene Entity - Horror
- 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)
| Name | Type | Default | Description |
|---|---|---|---|
| seed | INT | 00–18446744073709550000 | Seed for reproducible scenes. The control below defaults to 'randomize' so every run differs; set it to 'fixed' to reproduce a scene. |
| kind | COMBO | Random | What 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 |
| subkind | COMBO | Random | The specific type within the kind -- a ghoul, a banshee, a porcelain doll. Identity | Random=randomize, value=lock, None=omit |
| scale | COMBO | Random | How big it is relative to a person. Identity | Random=randomize, value=lock, None=omit |
| condition | COMBO | Random | Age, decay and state -- rotting, freshly risen, entombed, boarded-up. Identity | Random=randomize, value=lock, None=omit |
| form | COMBO | Random | The silhouette: a gait, a build, a body plan, a building's shape. Form & Material | Random=randomize, value=lock, None=omit |
| material | COMBO | Random | What it is covered in, made of, or wearing. Form & Material | Random=randomize, value=lock, None=omit |
| primary_color | COMBO | Random | The colour of the thing itself -- skin, robes, wallpaper. Never the lighting. Surface & Colour | Random=randomize, value=lock, None=omit |
| accent_color | COMBO | Random | A secondary colour: trim, a stain, a sash. Surface & Colour | Random=randomize, value=lock, None=omit |
| markings | COMBO | Random | Scrawled sigils, stains, burn marks. Carries no readable lettering. Surface & Colour | Random=randomize, value=lock, None=omit |
| surface_detail | COMBO | Random | Finish and wear at close range -- cracked varnish, grave dirt, wet rot. Surface & Colour | Random=randomize, value=lock, None=omit |
| appendages | COMBO | Random | What sticks out: antlers, claws, tendrils, a lantern pole, a chimney. Components | Random=randomize, value=lock, None=omit |
| appendage_count | COMBO | Random | How many. Composed into the appendage phrase. Components | Random=randomize, value=lock, None=omit |
| emitters | COMBO | Random | What shines with its own light: eyes that catch the dark, a lantern, a cold spectral flame. Components | Random=randomize, value=lock, None=omit |
| emitter_count | COMBO | Random | How many. Components | Random=randomize, value=lock, None=omit |
| emitter_color | COMBO | Random | The colour of the unnatural light. Belongs to the subject, not the lighting. Components | Random=randomize, value=lock, None=omit |
| armament | COMBO | Random | Weapons and implements, carried or grown: a cleaver, a sickle, claws. Components | Random=randomize, value=lock, None=omit |
| armament_count | COMBO | Random | How many. Components | Random=randomize, value=lock, None=omit |
| sensors | COMBO | Random | How it watches: eyes, too many eyes, a blank stare. Components | Random=randomize, value=lock, None=omit |
| sensor_count | COMBO | Random | How many. Components | Random=randomize, value=lock, None=omit |
| aperture | COMBO | Random | The opening: a mouth, a mask, a door hanging open. Components | Random=randomize, value=lock, None=omit |
| extras | COMBO | Random | One more distinguishing thing -- a lantern, a satchel, a chain of keys. Components | Random=randomize, value=lock, None=omit |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| entity_text | STRING | — |
| entity | SCENE_ENTITY | — |