TKG Random Noise ๐
The most undocumented corner of an already terse pack
- NOISE
Full honesty upfront: this is the node in this whole batch with the least to go on. It's not in the pack's README feature table, there's no blog post or note.com article it traces back to the way several of this pack's other tools do, and a direct search for the node name and for "TKG" itself turned up zero community discussion - not a stray forum comment, nothing. Rather than invent a backstory for it, here's what the parameters themselves actually tell you.
What the schema says
noise_seed is the standard seed input, same as any noise generator. color is a combo defaulting to "green" - which implies there's a small set of selectable options biasing the generated noise toward a particular channel or hue, though the schema only surfaces the default, not the full list. shift (0โ1, default 0.11) is a small default, which suggests a subtle nudge is the intended normal use rather than a dramatic one. grid_factor (1โ16, default 8) is the most interesting clue: a factor like this on a noise generator usually means the noise is being generated or patterned on a spatial grid subdivided by that number, rather than as plain per-pixel Gaussian noise - so this may produce noise with some regular spatial structure to it, not pure randomness.
Output is NOISE - same type as this pack's other custom noise nodes and ComfyUI's own RandomNoise, so it wires into SamplerCustomAdvanced or this pack's SamplerCustomAdvancedPreview/SamplerCustomXY.
Using it
Given the lack of any documented reference, the honest advice is: treat this as an experiment, not a technique with a known payoff. Swap it in for a standard RandomNoise on a low-stakes test render, note what shift and grid_factor visibly do at your resolution and on your model, and don't assume the behavior generalizes across different checkpoints or architectures - nothing here suggests it was built with a specific one in mind.
If what you actually want is a well-precedented, better-understood noise trick, this pack has better-documented options: VariationNoise and RandomNoiseVariationSimple mirror Automatic1111's long-established variation-seed feature, and their mechanism (blend between two seeds by a similarity value) is far easier to reason about than a color-and-grid noise generator with no available writeup.
Installing it
Via ComfyUI Manager: search cgem156-ComfyUI, install, restart. Manually:
cd ComfyUI/custom_nodes
git clone https://github.com/laksjdjf/cgem156-ComfyUI
Restart afterward. No model downloads, no extra dependencies - it's a self-contained noise generator like the rest of this folder.
Common issues & troubleshooting
Nothing found when searching for help on this node. That matches this article's own research - there's genuinely nothing published about it beyond the node itself. You're working from the parameter schema, same as this writeup.
Unclear what "color" options besides green exist. The pack's ComfyUI dropdown will show you the full combo list once the node is loaded - that's the fastest way to see the actual options, since nothing else documents them.
Effect is too subtle to notice. shift's low default (0.11) suggests the intended effect is mild by design; push it toward 1.0 if you're trying to see what it does clearly, then dial back once you understand it.
You'd rather use something with community mileage behind it. Entirely reasonable - this is the most experimental node in an already experimental pack. This pack's other custom_noise nodes at least map onto known ideas (variation seeds, per-channel color matching); this one doesn't map onto anything documented that we could find.
Inputs (4)
| Name | Type | Default | Description |
|---|---|---|---|
| noise_seed | INT | 00โ18446744073709550000 | โ |
| color | COMBO | green | 8 options: green, cyan, magenta, purple, black, orange, +2 |
| shift | FLOAT | 0.110โ1 | โ |
| grid_factor | INT | 81โ16 | โ |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| NOISE | NOISE | โ |