Nodes/ComfyUI vsLinx Nodes/Anima LLLite Tiled ControlNet Sampler
ComfyUI Node

Anima LLLite Tiled ControlNet Sampler

All-in-one Anima ControlNet-LLLite tiled sampler. Splits the image into a rows x columns grid of overlapping tiles, then for every tile applies Anima LLLite (tile as control), VAE-encodes, KSamples and VAE-decodes, and finally feathers the tiles back together — replacing a whole manual tile/sample/untile graph with one node. No extra node packs required.

By vslinx·Created 12 months ago·Updated 27 days ago· 20
Anima LLLite Tiled ControlNet Sampler
  • image
  • model
  • positive
  • negative
  • vae
  • image
sampling_mode
seed0
steps20
cfg7.0
sampler_name
scheduler
denoise0.50
lllite_name
strength1.00
start_percent0.000
end_percent1.000
preserve_wrappertrue
rows2
columns2
overlap0.00
overlap_x64
overlap_y64
method
color_match
color_match_strength1.00
vae_decode_tiledfalse
vae_decode_tile_size512
CategoryvsLinx/sampling

Inputs (27)

NameTypeDefaultDescription
imageIMAGE
modelMODEL
positiveCONDITIONING
negativeCONDITIONING
vaeVAE
sampling_modeCOMBOper_tile: sample each tile fully then stitch (lowest VRAM; can show seams/ghosting). multidiffusion: one sampling pass over the whole image, averaging overlapping tiles in latent space every step — tiles stay in sync so seams and double-exposure are eliminated (slightly more VRAM). In multidiffusion mode the 'method' and 'color_match' fields are not used.
seedINT00–18446744073709550000
stepsINT201–10000
cfgFLOAT7.00–100
sampler_nameCOMBO44 options: euler, euler_cfg_pp, euler_ancestral, euler_ancestral_cfg_pp, heun, heunpp2, +38
schedulerCOMBO9 options: simple, sgm_uniform, karras, exponential, ddim_uniform, beta, +3
denoiseFLOAT0.500–1
lllite_nameCOMBOAnima ControlNet-LLLite weights file (from the controlnet folder).
strengthFLOAT1.00-10–10
start_percentFLOAT0.0000–1
end_percentFLOAT1.0000–1
preserve_wrapperBOOLEANtrueDelegate to any model_function_wrapper already installed upstream instead of overwriting it, so multiple wrapper nodes can stack. Same toggle as the AnimaLLLiteApply node.
rowsINT21–256
columnsINT21–256
overlapFLOAT0.000–0.5Overlap between tiles as a fraction of tile size, added on top of overlap_x/overlap_y.
overlap_xINT640–8192Extra horizontal overlap in pixels.
overlap_yINT640–8192Extra vertical overlap in pixels.
methodCOMBOResampling used to keep every decoded tile at a uniform size before stitching.
color_matchCOMBOPer-tile color matching against the source tile, to fix tonal seams (brightness/colour steps between tiles). 'mean_std' re-scales each tile's per-channel mean/std (fast, simple); 'wavelet' keeps the tile's detail but takes the source tile's broad tone (better on textured tiles).
color_match_strengthFLOAT1.000–1How strongly to apply the color match (0 = off, 1 = full).
vae_decode_tiledBOOLEANfalse(multidiffusion only) Decode the final full-image latent in tiles instead of one pass, to avoid a single huge VAE decode that can spike VRAM (or spill into slow shared system memory). No effect in per_tile mode, where each tile is already decoded on its own.
vae_decode_tile_sizeINT51264–4096(multidiffusion only) Tile size in pixels for the tiled VAE decode.

Outputs (1)

NameTypeDescription
imageIMAGE