VNCCS Color Fix
Two sliders to undo the contrast and saturation drift diffusion leaves behind
- image
- image
This is as plain as VNCCS nodes get: one image in, contrast and saturation multipliers, one image out. No AI model involved, no VRAM cost worth mentioning - it's a straight pixel-math adjustment, the kind of thing you'd otherwise reach for a "Color Correct" or "Hue/Saturation" node from a general-purpose pack to do.
Why does a character-sprite suite need its own version of that? Because VNCCS sprites go through several diffusion and upscaling passes on the way to a finished character - face detailing, chroma keying, an upscaler stage that in the newer VNCCS 3.0 pipeline defaults to SeedVR2 - and each of those passes can shift color slightly. A face detailer pass that runs at a different denoise than the base generation, or an upscaler applying its own LAB-space color correction, can leave a sprite's contrast or saturation subtly off from where it started. Multiply that drift across dozens of sprites for one character and outfits that should match start looking inconsistent side by side. Color Fix is the manual override for when the automatic correction upstream doesn't quite land.
The inputs that matter
There are only two, and both are simple multipliers around a neutral value of 1:
contrast(default 1, range 0–2) - below 1 flattens the image, above 1 punches it up. Small nudges (1.05–1.15) are usually enough to correct drift; anything past 1.3 starts looking obviously processed.saturation(default 1, range 0–2) - same idea for color intensity. 0 gives you grayscale, 2 is heavily oversaturated.
One output, image, same dimensions and alpha as the input - it's a pure color transform, so if you feed it an RGBA sprite the transparency comes through untouched.
Where it fits in the pipeline
Drop it right after whichever stage introduced the drift - typically after the upscaler or the face detailer, and before Chroma Key or RMBG2 if you're keying out a background. Doing color correction before background removal means you're not accidentally shifting your backdrop color itself out of the tolerance the keying node expects.
How to install it
Bundled with the rest of the pack:
- ComfyUI Manager - search
VNCCS - Visual Novel Character Creation Suite, install, restart. - Manual -
cd ComfyUI/custom_nodes && git clone https://github.com/AHEKOT/ComfyUI_VNCCS.git, thencd ComfyUI_VNCCS_Utils && pip install -r requirements.txt, restart ComfyUI, and click "Install missing custom nodes" in Comfy Manager once.
Common issues
Colors still look off after nudging both sliders. Contrast and saturation won't fix a hue shift - if your character's skin tone or hair color has actually shifted rather than just gotten flatter or more washed out, this node can't correct that; you're looking at a different problem (usually the base generation model or a LoRA pulling the palette) and need a proper color-balance or curves adjustment instead.
Applying it before comparing sprites side by side. It's easy to eyeball one sprite in isolation, decide it needs more saturation, and end up with a character whose outfit set no longer matches their base body sprite. Compare the whole set together before committing to a correction value, and apply the same multipliers across the batch rather than tuning per-sprite.
Inputs (3)
| Name | Type | Default | Description |
|---|---|---|---|
| image | IMAGE | — | |
| contrast | FLOAT | 1.000–2 | — |
| saturation | FLOAT | 1.000–2 | — |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| image | IMAGE | — |