Nodes/comfyui-sceneweaver/Scene Entity - Horror
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.

By EnragedAntelope·Created 9 days ago·Updated about 15 hours ago· 3
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)

    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 ghoul, a banshee, a porcelain doll. Identity | Random=randomize, value=lock, None=omit
    scaleCOMBORandomHow big it is relative to a person. Identity | Random=randomize, value=lock, None=omit
    conditionCOMBORandomAge, decay and state -- rotting, freshly risen, entombed, boarded-up. Identity | Random=randomize, value=lock, None=omit
    formCOMBORandomThe silhouette: a gait, a build, a body plan, a building's shape. 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 -- skin, robes, wallpaper. Never the lighting. Surface & Colour | Random=randomize, value=lock, None=omit
    accent_colorCOMBORandomA secondary colour: trim, a stain, a sash. Surface & Colour | Random=randomize, value=lock, None=omit
    markingsCOMBORandomScrawled sigils, stains, burn marks. Carries no readable lettering. Surface & Colour | Random=randomize, value=lock, None=omit
    surface_detailCOMBORandomFinish and wear at close range -- cracked varnish, grave dirt, wet rot. Surface & Colour | Random=randomize, value=lock, None=omit
    appendagesCOMBORandomWhat sticks out: antlers, claws, tendrils, a lantern pole, a chimney. 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: eyes that catch the dark, a lantern, a cold spectral flame. Components | Random=randomize, value=lock, None=omit
    emitter_countCOMBORandomHow many. Components | Random=randomize, value=lock, None=omit
    emitter_colorCOMBORandomThe colour of the unnatural light. Belongs to the subject, not the lighting. Components | Random=randomize, value=lock, None=omit
    armamentCOMBORandomWeapons and implements, carried or grown: a cleaver, a sickle, claws. Components | Random=randomize, value=lock, None=omit
    armament_countCOMBORandomHow many. Components | Random=randomize, value=lock, None=omit
    sensorsCOMBORandomHow it watches: eyes, too many eyes, a blank stare. Components | Random=randomize, value=lock, None=omit
    sensor_countCOMBORandomHow many. Components | Random=randomize, value=lock, None=omit
    apertureCOMBORandomThe opening: a mouth, a mask, a door hanging open. Components | Random=randomize, value=lock, None=omit
    extrasCOMBORandomOne more distinguishing thing -- a lantern, a satchel, a chain of keys. Components | Random=randomize, value=lock, None=omit

    Outputs (2)

    NameTypeDescription
    entity_textSTRING—
    entitySCENE_ENTITY—