Nodes/ComfyUI-ShaderNoiseKSampler/Shader Noise KSampler (Direct)
ComfyUI Node

Shader Noise KSampler (Direct)

The shader sampler with every knob on the node — no save required

By AEmotionStudio·Created about a year ago·Updated 3 months ago· 66
Shader Noise KSampler (Direct)
  • model
  • positive
  • negative
  • latent_image
  • custom_sigmas
  • LATENT
seed8888
steps20
cfg7.0
sampler_nameeuler_ancestral
schedulerbeta
denoise1.00
sequential_stages1
injection_stages0
shader_strength0.30
blend_modemultiply
noise_transformnone
use_temporal_coherencefalse
shader_typedomain_warp
shape_typenone
color_schemenone
noise_scale1.000
octaves1.0
warp_strength0.500
shape_mask_strength1.0000
phase_shift0.5000
color_intensity0.8000

The standard Shader Noise KSampler is brilliant until you want to tweak ten parameters quickly. Its per-stage settings live in a separate editor, changes need a save, and queuing runs with different parameters doesn't work. ShaderNoiseKSamplerDirect is the same engine with every shader knob dragged onto the node's face, so you can just... turn them. No save step, no shader display, no ceremony. It's the version you reach for when you're iterating.

It shares the exact mechanism: same class underneath, same multi-stage injection of procedural shader noise into the sampling process, same automatic latent channel detection (so it runs on SD 1.5, SDXL, Flux, WAN, LTXV and friends without you thinking about it). The one real trade-off is the missing shader display - the standard node shows you the pattern you're about to use; here you're flying by feel. Which is fine. Feel is what iteration is.

The inputs that matter

Everything a KSampler has, plus the shader controls. Wire model, positive, negative, latent_image; get LATENT out for VAE Decode. Then the ones you'll actually touch:

  • shader_type - the noise archetype: domain_warp, tensor_field, or curl_noise. These are the three freely available patterns; the other archetypes live in the standard node's params editor (a couple are supporter-gated on the author's Ko-fi per the README).
  • noise_scale - the zoom. Lower values, bigger blobby features; higher values, finer detail.
  • octaves - detail and complexity, like layering noise on noise. 1 is calm, 8 is chaos.
  • warp_strength - how much the pattern distorts and swirls.
  • phase_shift - shifts the pattern to produce variations; nudge it to animate or walk through the seed's neighborhood.
  • shader_strength - global volume, default 0.3; 0.0 disables the whole thing.
  • shape_type / shape_mask_strength and color_scheme / color_intensity - spatial masks and color mapping applied to the noise before it touches sampling, not post-processing (the tooltips insist on this).

The warning worth repeating: these tooltips repeatedly note that small value shifts can produce large visual changes. The node's whole vibe is "sensitive instrument." Move noise_scale, octaves, and warp_strength in small increments, and expect the odd jarring jump.

Install

Same pack, same two ways. ComfyUI Manager → Install Custom Nodes → search "ComfyUI-ShaderNoiseKSampler", or manually:

cd ComfyUI/custom_nodes
git clone https://github.com/AEmotionStudio/ComfyUI-ShaderNoiseKSampler.git

Restart ComfyUI. No pip dependencies, no model downloads.

When to pick Direct vs standard

If you're ideating - hunting for a look by flicking parameters and queuing run after run - Direct is the one. Nothing to save, and because every parameter is a real node input, queuing different sets works the way it does on any normal node. If you want the shader visualization, saved presets, or the full twelve-archetype library, the standard node is the way in. Most people end up with both on the palette.

Watch out for the same things as its sibling: visual instability at high intensities (the README warns about flashing and harsh artifacts), and don't expect it to shine in image-to-video or video-to-video, where the author says effects are less pronounced. For text-to-image and text-to-video, it's genuinely the most controllable "variation on a seed" tool in ComfyUI right now.

Categorysampling

Inputs (26)

NameTypeDefaultDescription
modelMODELThe AI model used for image generation
seedINT88880–18446744073709550000Random seed for generation. Same seed with same parameters will generate the same image.
stepsINT201–10000Number of sampling steps. Higher values can produce better results but take longer
cfgFLOAT7.00–100Classifier-free guidance scale. Higher values follow the prompt more closely
sampler_nameCOMBOeuler_ancestralAlgorithm used for the sampling process
schedulerCOMBObetaScheduler used to determine noise level at each step
positiveCONDITIONINGPositive conditioning/prompts that guide what to include in the image
negativeCONDITIONINGNegative conditioning/prompts that guide what to exclude from the image
latent_imageLATENTInput latent image to be processed
denoiseFLOAT1.000–1Denoising strength. Lower values preserve more of the original image
sequential_stagesINT10–10Number of sequential shader stages to apply before injection stages
injection_stagesINT00–10Number of injection shader stages to apply after sequential stages
shader_strengthFLOAT0.300–1Strength of the shader noise influence for both stage types. Set to 0.0 to disable and use only base noise.
blend_modeCOMBOmultiplyMethod used to blend the shader noise with the base noise
noise_transformCOMBOnoneApply mathematical transformations to the noise for creative effects
use_temporal_coherenceBOOLEANfalseEnsures consistent noise patterns. For sequences like video frames, it helps maintain frame-to-frame consistency (e.g., using the same base seed and 4D noise). For single image generations, it ensures the base noise is derived consistently from the main seed.
shader_typeCOMBOdomain_warpSelect the type of shader noise pattern to use in the visualization [different types have different characteristic outputs]
shape_typeCOMBOnoneApply a shape mask to the shader noise pattern to create more complex structures [not post processing - is applied to shader noise pattern before rendering]
color_schemeCOMBOnoneChoose a color palette to apply to the shader noise visualization [not post processing - is applied to the shader noise pattern before rendering]
noise_scaleFLOAT1.0000.1–10Adjust the scale of the shader noise pattern - lower values create larger, zoomed-in features; higher values create smaller, zoomed-out features [small value shifts can lead to larger variations]
octavesFLOAT1.01–8Number of shader noise layers to combine - higher values add more detail and complexity [small value shifts can lead to larger variations]
warp_strengthFLOAT0.5000–5Control how much the shader noise pattern warps and distorts - higher values create more swirling or complex transformations [small adjustments are good for subtle variations]
shape_mask_strengthFLOAT1.00000–2Adjust the intensity of the shape mask's effect on the shader noise pattern - higher values make the shape more prominent [small adjustments are good for subtle variations - not effective without shape mask]
phase_shiftFLOAT0.50000–2Shift the phase of the shader noise pattern to create different variations or animate patterns over time [small adjustments are good for subtle variations]
color_intensityFLOAT0.80000–1Adjust the intensity of the color scheme application - lower values are more desaturated, higher values are more vibrant [small adjustments are good for subtle variations - not effective without color scheme]
custom_sigmasoptSIGMASOptional custom sigma schedule to override the model's default schedule

Outputs (1)

NameTypeDescription
LATENTLATENT