Nodes/ComfyUI-SplatKit/Mask Mix (holes + semantic)
ComfyUI Node

Mask Mix (holes + semantic)

A ComfyUI node in SplatKit with 6 inputs and 3 outputs.

By mickmumpitz·Created 19 days ago·Updated a day ago· 0
Mask Mix (holes + semantic)
  • holes
  • semantic
  • mask
  • preview
  • composite_mask
semantic_weight0.50
semantic_threshold0.50
semantic_grow_px0
hole_grow_px0
CategorySplatKit

Inputs (6)

NameTypeDefaultDescription
holesMASKThe disocclusion mask, 1 = hole. From HiRes `hole_mask` inverted (hole_mask is 1 = KEPT).
semanticoptIMAGEThe semantic region rendered through the SAME rig -- run a second HiRes Pano Fly-Through with identical settings and the SAM3 mask wired into `texture_override`.
semantic_weightoptFLOAT0.500–1How much of these regions the video model reinvents. 0 = untouched, 1 = fully regenerated (identity lost). 0.4-0.6 buys parallax and moving reflections while the plant stays the same plant.
semantic_thresholdoptFLOAT0.500–1Cutoff applied to the rasterised semantic mask before weighting. Raise if the region bleeds past its edges.
semantic_grow_pxoptINT00–128Dilate the semantic region. A few px lets the model move a leaf silhouette instead of being pinned to its outline.
hole_grow_pxoptINT00–128Dilate the holes. Leave at 0 if a Grow Mask already ran.

Outputs (3)

NameTypeDescription
maskMASKWeighted mask: 1 in the holes, `semantic_weight` on the plants/windows. This is what drives masked video conditioning, or the green/black fill of a control video.
previewIMAGEThe same thing as a viewable IMAGE.
composite_maskMASKBinary stencil for the final Image Composite Masked: 1 wherever the model was allowed to change anything. Use THIS there, never the weighted mask -- compositing a regenerated plant back at 0.5 ghosts it against the original.