#PBRify - Fast, Ethical Upscaler & PBR Generator!

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limpid flame
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ok coo we on same page lol

vagrant moon
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only thing to clarify

the zip would contain the ComfyUI folder, and they just drag it into the directory above it?

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PBRify_Remix_ComfyUI_ONLY.zip\ComfyUI\models\upscale_models

limpid flame
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ye

vagrant moon
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i actually don't think i'm gonna do this part

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i feel like it'd be easier to screw up the dragging part than placing it in an exact directory that i specify

limpid flame
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makes sense

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you do have that advantage when i patch i change alot of stuff lol

vagrant moon
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yeah i'm sure lol

limpid flame
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for the seesr update it will require a full redownload i had to change the whole environment

vagrant moon
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is there a way to clear or empty a node?

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like that

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i don't want that to be in the saved template

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just closing and reopening the tab clears it

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@limpid flame alright there's only one issue left now, lol. it's the same one chaiNNer had

if there's no alpha layer, this workflow will add one

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is there any way you know of to disable alphas if they're not actually present?

limpid flame
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i will look into it

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since comfy will error if the return type is not filled, it may become a Boolean as well and bypass merge if not present

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ig default image if none could be full white?

vagrant moon
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afaik that's what it does already

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separating the generated alpha and viewing it = white image

limpid flame
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o

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will have to experiment with it can yo usend that test image

vagrant moon
limpid flame
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well i mean in comfy

vagrant moon
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ya

limpid flame
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i think its set to black

vagrant moon
limpid flame
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but direct from get textures node

vagrant moon
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ah

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it is black @limpid flame

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not sure how it turns white lol

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current workflow

limpid flame
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ty i will work on it this weekend

vagrant moon
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thank ya

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i'll upload this workflow separately and add it to my steps for now, if anyone wants to use it

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i don't want to bug Nvidia about it until it's finalized lol

quaint jungle
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It looks scary but I'll give it a go lol

vagrant moon
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i linked the latest alpha compatible workflow at the relevant step

quaint jungle
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It's the comfyui stuff that looks confusing to me lol. But I'm sure I'll figure it out when I mess with it

limpid flame
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wdym this looks p ez to me

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cut the green wire

vagrant moon
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thankfully though, you don't have to mess with comfy at all other than launching it and pressing "queue prompt"

quaint jungle
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as part of the new comfyUI stuff the textures get assigned automatically right?

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@vagrant moon

vagrant moon
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yep

quaint jungle
vagrant moon
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you just select the texture in the toolkit and press queue, then it'll upscale and assign all of them

quaint jungle
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is there a way to specify layer so I can have an "AI-Placeholders" one I can toggle

vagrant moon
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the ONLY issue is that you have to manually modify displacement afterward every time, and it defaults to a full strength of 1

quaint jungle
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nvm

quaint jungle
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unless

vagrant moon
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i mean, it's the same output as before

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it's just on by default here

quaint jungle
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gotcha

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well I'm gonna try out the latest builds and see how that goes

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of remix I mean. Been having issues with RC lately and those perf improvements would be nice too

limpid flame
vagrant moon
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sure. what am i looking for?

limpid flame
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fix for alpha returning as opaque by defauilt

vagrant moon
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hm

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422 Client Error: Unprocessable Entity for url: http://127.0.0.1:8011/ingestcraft/mass-validator/queue/material

  File "C:\Users\Kim\Projects\Tools\ComfyUI_windows_portable\ComfyUI\execution.py", line 151, in recursive_execute
    output_data, output_ui = get_output_data(obj, input_data_all)
                             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Users\Kim\Projects\Tools\ComfyUI_windows_portable\ComfyUI\execution.py", line 81, in get_output_data
    return_values = map_node_over_list(obj, input_data_all, obj.FUNCTION, allow_interrupt=True)
                    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Users\Kim\Projects\Tools\ComfyUI_windows_portable\ComfyUI\execution.py", line 74, in map_node_over_list
    results.append(getattr(obj, func)(**slice_dict(input_data_all, i)))
                   ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Users\Kim\Projects\Tools\ComfyUI_windows_portable\ComfyUI\custom_nodes\ComfyUI-RTX-Remix\nodes\common.py", line 63, in wrapper
    return (instance.context,) + self.func(instance, *args, **kwargs)
                                 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Users\Kim\Projects\Tools\ComfyUI_windows_portable\ComfyUI\custom_nodes\ComfyUI-RTX-Remix\nodes\ingestion.py", line 139, in ingest_texture
    check_response_status_code(r)
  File "C:\Users\Kim\Projects\Tools\ComfyUI_windows_portable\ComfyUI\custom_nodes\ComfyUI-RTX-Remix\nodes\utils.py", line 58, in check_response_status_code
    raise err
  File "C:\Users\Kim\Projects\Tools\ComfyUI_windows_portable\ComfyUI\custom_nodes\ComfyUI-RTX-Remix\nodes\utils.py", line 54, in check_response_status_code
    response.raise_for_status()
  File "C:\Users\Kim\Projects\Tools\ComfyUI_windows_portable\python_embeded\Lib\site-packages\requests\models.py", line 1024, in raise_for_status
    raise HTTPError(http_error_msg, response=self)```
limpid flame
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ok hold up my fork wasnt synced up one sec

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ok now it should be good sorry

vagrant moon
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no worries

vagrant moon
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i noticed it doesn't preview the texture at any stage in the pipeline

limpid flame
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how are you updating it

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i dont have any errors

vagrant moon
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i deleted the entire ComfyUI-RTX-Remix node folder and git cloned the new version

limpid flame
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and restarted comfy i assume

vagrant moon
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yes

limpid flame
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hmmmmmmm

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whats odd is that error message doesnt touch the file i edited lol

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do you have remix open ๐Ÿ˜

vagrant moon
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i do

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huh

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so i opened my older Barnyard project (the one i'd been using for about 4 months) and it's just not working in there. it just worked a couple nights ago with the normal nodes though

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opened a newer project and it's fine

limpid flame
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wonder if you reclone base repo is it same error

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also why is my commit showing a whole file change im annoyed

vagrant moon
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actually, it is

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but it previews the changes in the chain

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ah i think i know. you said you set it to full transparency all the time? wouldn't that have the effect of textures being completely invisible?

vagrant moon
vagrant moon
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but it seems that it's not due to your changes

limpid flame
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wait so what change are you requesting

vagrant moon
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not to run the upscale process for alpha if there's no alpha layer on the input texture

if i put in an RGB texture, it spits out RGBA with a white alpha layer

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waste of space + it can cause issues + wasted time upscaling nothing

limpid flame
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ah, that'd have to be a custom bool bypass thing hmmm

vagrant moon
limpid flame
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No not hard, but would be a custom node, or if we can add it to their node pack

peak heart
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There anyway to add a check if the file already exists and skip it?

vagrant moon
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what method are you using? chaiNNer? or REST API

proud robin
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Not sure exactly what happened but my ai_upscaled.usda just deleted itself, all the ingested assets are still there. My remix was running slow during the ComfyUI queue so I saved mid upscale, then on next open it hints ""..sublayer path is invalid and was cleaned up /aiupscale_textures.usda"

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Double checked the project folder and confirmed its gone lol, any way to restore a backup?

vagrant moon
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๐Ÿ˜ฆ

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unfortunately if it's gone, i don't know how you could possibly restore it

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that's moreso a question for @peak dagger

proud robin
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Thankfully its just Delta Force, the captures are only a couple hundred assets, lesson learned though haha

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save often, just beta things

vagrant moon
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good to know for sure lol. i'll back up mine more often

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sorry that happened though

proud robin
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Its cool but i was like damn it's really gone haha

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I could only imagine how someone would react on a bigger capture

vagrant moon
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it supports transparency on textures

proud robin
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Yeah after getting over the initial hurdles the REST PBRify stuff is pretty neat

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I will say a simple 1024 x 1024 couch texture defeated it though ๐Ÿ˜ƒ

vagrant moon
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yeah... that's due to the way comfyui handles some things related to upscaling unfortunately

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the original chaiNNer version is far more optimized, but is less feature rich

proud robin
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I do like the ease of use, at first it was intimidating with all the stuff out there but its actually really easy

vagrant moon
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if you want to have far faster + lighter weight upscaling, you can switch to the SPANV4 model for upscaling instead of the DAT2 model

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it's right here in the chain

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just change the top one to the same as the bottom one

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quality is definitely worse, but not drastically so

proud robin
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Is there any models that can get higher than 4X? The game I'm working with has some tiny textures and I'd love to blast 4K at it for fun

vagrant moon
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none that are worth using. anything above 4x with these types of models is a waste unfortunately

they just can't reconstruct that much detail

proud robin
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Gotcha, the current models do some good work with the 64 x 64 terrain textures from Delta Force as is

vagrant moon
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๐Ÿ™‚ i'm glad

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the DAT2 model is a lot more capable for that kind of thing, but also uses significantly more VRAM and is roughly 10x slower than the SPANV4 model

i'm working on an upgrade right now that should have the same (or better) quality as DAT2, while being much much faster

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hopefully it'll just be a week from now

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anyway, i'm happy this is working for ya. afaik you're the first person so far to use the REST API version extensively

proud robin
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Yeah I was actually using it across a whole level and it beats the hell out of manually exporting and re-ingesting
Also I just started using remix a few days ago too lol

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Thanks for the work you put into all this, definitely some amazing groundwork for something great

peak heart
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Better late than never lol.

vagrant moon
# peak heart Chainner

then yes. in the "Save Image" nodes (they're buried in each stack, sorry), there's a setting to skip images that exist

however this won't prevent the upscaling process for those existing images unfortunately

peak dagger
nova hound
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Hi!

I noticed PBRIfy and PBRFusion 2 produce different roughness maps; in fact, they seem to be inverted when compared to eachother. So either PBRify or PBRFusion2 is producing inverted roughness maps?

ie, left side is PBRify and right side is PBRFusion2.

Here's a comparison between the two (scroll down for roughness maps)
https://onnoj.github.io/DeusExEchelonRendererPages/pbrcomparison/?setA=01_pbrify&setB=02_pbrfusion2

Here's an in-game comparison of PBRify and PBRify with inverted roughness maps:
https://onnoj.github.io/DeusExEchelonRendererPages/comparison/?setA=13_v0.3.9_pbrify&setB=13_v0.3.9_pbrifyinvroughness

peak dagger
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PBRify seems closer to what I would expect artists to produce in your comparison ๐Ÿ˜›

vagrant moon
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that's a good question. the difference simply comes down to how the model is interpreting roughness

PBRFusion is generally more robust with PBR generation and usually does a better job interpreting these things. it's based on diffusion and is a lot more capable than the types of models i'm using

peak dagger
nova hound
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Yeah, but scroll down

peak dagger
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Left is PBRify and Right is PBR Fusion

peak dagger
vagrant moon
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yeah i was just about to say you can scroll lol

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i just noticed

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that's a pretty cool website

peak dagger
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Yeah didn't know that was a thing either!

vagrant moon
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PBRFusion generally does a better job imo. PBRify's roughness generation really struggles when an input has a dark portion, it'll just interpret it as smooth no matter what

peak dagger
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I would say generally looks like PBRify just likes to make things shinier. Which is not bad, because you can just use Photoshop or any image altering software after and just reduce the exposure to make things more mat if you want

nova hound
vagrant moon
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i'm going to be training a new set of models coming up, hopefully they're more robust

nova hound
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So far I feel that they both excel at different things

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oh wait, I misread, sorry

limpid flame
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Roughness has been the hardest map to produce because it really does require the model to know what it's looking at, I will say I'm not happy with the current outputs and have artificially made them to be more rough then not

vagrant moon
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roughness maps are really difficult

nova hound
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yeah, one comparison is PBRIfy versus PBRify w/inverted roughness (where I think inverted roughness looks better). The screenshot I posted is from PBRify versus PBRFusion 2

vagrant moon
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PBRFusion's PBR maps tend to be more defined. so although Night is adjusting them to be more rough after it's generated, it still has better highlights than mine

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this is a sample from the PBRFusion screenshot

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mine isn't able to reproduce the reflectivity on the edges quite as well

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i'm going to be retraining the entire set of models on a new architecture with an entire new (and much better) dataset. it should improve this

vagrant moon
limpid flame
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I agree with this ppl like to use it as a batch replacement(which is fine), in practice i use as a tool, editing the outputs in post

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As it can definitely get things very wrong

vagrant moon
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yep. any time i use something like this, i edit it afterward to improve it. it's less than a minute per edit a lot of the time, but drastically improves the quality ๐Ÿ™‚

limpid flame
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Yep even as simple as an invert

vagrant moon
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ya. some of the inverted outputs Onno shared are more correct, but others aren't. i do wish it was as simple as just running this and having the outputs be correct 100% of the time, but i think that'll be quite a while away

limpid flame
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This would be a long project but, since I have prompt model in the workflow now, I could pass the clip to the controlnet for roughness trained on correct clip of prompts for what it should do for roughness in different materials to get it more correct?

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I have kind of disregarded the power of prompts in the models

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But also to be fair a model that recognizes them correctly has only been a recent development

vagrant moon
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yeah. tbh i'd probably wait a bit longer until there's a model that can reliably detect it 95% of the time

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but having that would pretty much render PBRFusion the go-to ๐Ÿ˜›

limpid flame
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It'd be too powerful, even with clip correct like that though, the adherence to color bias would still be stronger, I'm going to start testing on flux soon when controlnet training has been flushed out

vagrant moon
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ah. seems there are more factors than i realized lol

limpid flame
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There always is ๐Ÿ‘€

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I'm confused is he saying that that brick wall shouldn't be rough or is he referring to the game screenshots lol

vagrant moon
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i think he was asking which is more correct for the actual map

limpid flame
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Gotcha the embed preview threw me off lol

vagrant moon
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great example of PBRify just making anything that was black in the albedo shiny

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really wish i could find a way around that

limpid flame
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Color bias has been extremely annoying, the only way I even began to train it out was with 1 million image pairs ๐Ÿ‘€

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And it still has some

vagrant moon
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no matter what i did, i wasn't able to remove it

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then again i didn't try even 50,000 pairs lol

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i only had about 3000 to work with

limpid flame
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It's okay even depth anything v2 has some color bias

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And that's trained with actual depth flags lol

peak dagger
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This map being one of the clearest examples of what I mean

vagrant moon
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makes sense ๐Ÿ˜›

proud robin
# peak dagger Normally if we clean anything up all we do is remove the reference in the stage,...

Thanks for the insight, after a few days of testing it I found that when my system gets choked for VRAM in the middle of an upscale using the DAT2 upscale model ComfyUI somehow deletes my aiupscaled usda file, can confirm it happens on the 'Upscale texture (using model)' stage. I have not had this issue when using SPANV4 though, while using the SPANV4 model I can choke the VRAM down to where remix says I have literally 0 Bytes left of VRAM and it never causes the slowdown / aiupscaled usda delete. The DAT2 related crashes seemed to happen more on the PBRify with alpha support workflow, the same workflow with SPANV4 for both models has yet to cause issues though

vagrant moon
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i think the reason it'd happen more is because it's running two different models right after each other, which would increase VRAM load

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but to me that absolutely sounds like a bug in ComfyUI or in the addons. nothing i modified in the workflow could be causing this. all i did was set it to use an upscaling model rather than resizing for the diffuse

proud robin
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I'll definitely have to test this on another game / project before I can say what the cause is

vagrant moon
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well, no matter what, that file shouldn't be deleted

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i don't know what could be causing it. maybe an error finishing a write to the file and it's just... gone?

proud robin
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Is there any way I can log this? ComfyUI logs seemed pretty unhelpful

vagrant moon
proud robin
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Just the remix toolkit, all of the used VRAM comes back after relaunching the toolkit, without closing ComfyUI

vagrant moon
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huh

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i'll pay more attention to VRAM load next time i test this

vagrant moon
proud robin
quaint jungle
# nova hound Hi! I noticed PBRIfy and PBRFusion 2 produce different roughness maps; in fact,...

Going off the embed here this is the wrong way of going about it. PBRify is actually super accurate here in terms of contrast, but not brightness. Inverting it actually is making the difference between the brick and gaps more inaccurate though the overall brightness is more accurate to a real brick roughness map. If you took PBRify's output there and ran it through levels/brightness adjustment to bias it more towards white, you'd get the best possible result

vagrant moon
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A new version is WIP. Thanks to the donations I received, I was able to purchase additional content to use in the dataset.

In addition, @limpid flame helped (did most of it lol) put together a script for InstaMAT (texture design software) to bake textures. This will greatly improve PBRify's ability to handle and interpret degraded game textures.

Previously PBRify was trained only on albedos, which are textures with no lighting information. Baked textures contain all of the lighting information in a single image.

This is an example from the new dataset:

Albedo | Baked

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I plan to use MoSR (a newer, faster architecture) for the new models. I will be (hopefully) retraining the entire PBRify set, PBR generation and upscaling. I also intend to give an unbaking model another go, now that the baked texture generation is more robust ๐Ÿ™‚

whole shadow
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good to see that the pbrify is being updated

sweet dagger
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WOHOOOO!! Nice work Kim!! pepespin

vagrant moon
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it seems like my AI layer was deleted too @peak dagger

peak dagger
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Something external most likely deleted the layer before you reloaded the project. Are you using a ComfyUI graph?

vagrant moon
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i am, using the PBRify one on the official repository

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however, i saw nothing in the comfyui logs about it

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Matt above said this:

Thanks for the insight, after a few days of testing it I found that when my system gets choked for VRAM in the middle of an upscale using the DAT2 upscale model ComfyUI somehow deletes my aiupscaled usda file, can confirm it happens on the 'Upscale texture (using model)' stage.

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i haven't been able to confirm it, but it makes sense. so it's likely a bug of some sort in comfy ๐Ÿ˜ฆ

peak dagger
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It was probably executed for some reason and because the generation didn't succeed, you never got the updated texture in the new layer in the end

vagrant moon
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lol you're right. it's at the beginning of the chain

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it seems to be executing all the time though

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and i'm not sure why it's enabled by default ๐Ÿ˜ฆ

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i'll make a PR tomorrow to disable it. thanks Pete

peak dagger
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Np!

For reference I think our demo graph had that so that you would fetch the textures from the capture layer and not the auto upscale layer.

If you want to be able to execute the graph multiple times you'll probably need a similar system, muting layers would probably work too

vagrant moon
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would this retain the layer, and insert any new modifications into the existing layer?

peak dagger
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Your graph will have a Get Textures node. That grabs the textures from the stage in Remix, but if some textures were replaced, it'll grab those. So you want to make sure you only grab the textures that come from the capture layer, right?

peak dagger
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That would also be "safer"

vagrant moon
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hm

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i believe this is correct then?

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i have the REST API documentation, but i don't see any for the ComfyUI nodes in particular other than the descriptions in the readme

vagrant moon
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so i'd set it to create instead of insert

peak dagger
peak dagger
vagrant moon
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right. i believe i have it set up correctly now

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i'll give it a test ๐Ÿ™‚

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yep! it all works

i restarted comfy and the toolkit after upscaling and the layer is retained

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it also made a new one successfully ๐Ÿ™‚

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thank you for the help

peak dagger
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Np!

proud robin
vagrant moon
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i made a pull request, but it hasn't been merged yet

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it should work ๐Ÿ™‚

proud robin
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Sweet, thanks again for helping with this, you and NV_Pete are legends

vagrant moon
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new release tomorrow! it'll only be one model, a new upscaler that's roughly 8x faster than the current one, but with superior quality

the improvements of that model cascade to PBR generation as well. it all looks a decent bit better ๐Ÿ™‚

vagrant moon
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PBRify 1.7.1 Update

Download
ComfyUI Only Version

This update brings a new upscaling model, 4x-PBRify_RPLKSRd_V3. This model is roughly 8x faster than the current DAT2 model, while being higher quality. It produces far more natural detail, resolves lines and edges more smoothly, and cleans up compression artifacts better.

As a result of those improvements, PBR is also much improved. It tends to be clearer with less defined artifacts.

Download use it in chaiNNer, download this release: https://github.com/chaiNNer-org/chaiNNer-nightly/releases/tag/2024-10-29
If you want to use it in ComfyUI, follow the steps below

Comparisons


Important

The current version of ComfyUI at the time of writing hasn't been updated to the latest spandrel library.

To update ComfyUI to be compatible with the new model:

  1. Navigate to your ComfyUI installation directory
  2. go into python_embedded
  3. Run this command: .\python.exe -m pip install spandrel --upgrade

๐Ÿš€ If you like my work, please support me on Ko-fi! ๐Ÿš€

whole shadow
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Holy shit

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Time to download and test it

vagrant moon
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it's also far lighter on VRAM, so hopefully there will be no issues with your more limited amount

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for a 512x512 texture it should only use ~1.5 GB vs the 4-5 GB DAT2 required

sweet dagger
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Uh roh, I did a clean install of comfyui, the ComfyUI only version doesn't have the workflow.png peepoJuiceBox

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I accidentally had the old workflow that deleted the ai_upscale layer if the upscale was interrupted halfway through

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but it's no worries - I wasn't far in progress lol

vagrant moon
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it's not supposed to. it's packaged in with the comfy nodes provided by Nvidia

sweet dagger
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Ahhhh that's right, I forgot nvidia made one, thank youu pepespin

peak dagger
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Fun fact you can also use the ComfyUI Manager to install the Remix nodes & it'll copy over the workflows as well

vagrant moon
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ah cool

sweet dagger
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Oh how I love software Happs

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thanks!

peak dagger
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Yeah It should hopefully simplify your install instructions ๐Ÿ˜›

sweet dagger
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Ohh cool, it also helps keep things up to date peepoBlushReallyHappyDank

peak dagger
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Yeah and if you open a workflow for which you're missing nodes it can "normally" download all the missing nodes for you

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It can also download some models but I've found it to be less reliable for that

vagrant moon
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that's great

sweet dagger
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If you get the chance, do you think you could assist Nightraven to adjust the delete layer to how you fixed it kim? peepoShy

vagrant moon
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sure

vagrant moon
vagrant moon
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looks like i can't work with it as i'm missing some nodes

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and i don't have enough space right now for the download ๐Ÿ˜ฆ

sweet dagger
vagrant moon
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the main changes to mine were in the first block

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this one

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i'm not sure if night based it on the PBRify workflow or if he made it from scratch

sweet dagger
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Ahh looks like it was! Got it all done/tested, it seems to work peepoBlushReallyHappyDank Does it just add to your existing aiupscale_textures.usda layer and not create something like aiupscale_textrues_01 or anything like that?

vagrant moon
sweet dagger
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Hmm, I went to "batch" ingest mym entire scene by turning off the return_selection on the Get Textures node, but got this error, not sure why Looking

limpid flame
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Def a spandrel problem

sweet dagger
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Maybe updating pressing the "Update All" on the ComfyUI manager menu wasn't a good idea AAA

limpid flame
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O

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def dont do that on pbrfusion lol

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here it shouldnt have mattered

sweet dagger
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I'll clean install them both and see if that fixes it - and not press update pephehe

sweet dagger
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Ahhhhhh, I figured the "update all" was going to do all that for me (scary it doesn't), manually doing that step fixed it, thanks y'all

limpid flame
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@vagrant moon you could try deepbumps normal to height via MTB node pack

vagrant moon
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o.o

vagrant moon
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i can't find that node in their node pack

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at least the info on their wiki or in the code

vagrant moon
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unfortunately that'd interfere with the "ethical" thing

whole shadow
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Where can i get the latest Alpha version of chainner?

vagrant moon
proud robin
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The fact it made it look like an actual ceiling tile is amazing, this stuff drops my jaw every time

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This is with the default 0.05 height map as well

vagrant moon
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that's a great result ๐Ÿ™‚

jolly quest
#

Is there a simple way to batch process bmp files to just upscale them with no map generation with the latest version of PBRify? Or should I just use the older model and chainner for now?

vagrant moon
#

First install the latest chaiNNer: https://github.com/chaiNNer-org/chaiNNer-nightly/releases/download/2024-07-19/chaiNNer-windows-latest-nightly.2024-07-19.exe

  1. Download this: https://github.com/chaiNNer-org/spandrel/archive/refs/tags/v0.4.0.zip
  2. Open it
  3. Navigate to %AppData%\chaiNNer\python\python\Lib\site-packages\spandrel
  4. In the zip file, navigate to spandrel-0.4.0.zip\spandrel-0.4.0\libs\spandrel\spandrel\
  5. Extract the contents to the spandrel folder in the chaiNNer install
  6. In the zip file, navigate to spandrel-0.4.0.zip\spandrel-0.4.0\libs\spandrel_extra_arches\spandrel_extra_arches\
  7. Extract the contents to the spandrel_extra_arches folder in the chaiNNer install

overwrite if it prompts, then start chaiNNer & use the attached chain file

#

if you don't want to do all of that, you will just have to use the DAT2 model instead. it's slower and doesn't look as good though

jolly quest
#

Thanks!

vagrant moon
#

@jolly quest if you didn't do the steps above already

whole shadow
#

Finally

ancient loom
#

holy crap

#

what

#

i come back to this after a while

#

i do an upscale and wonder "uhh did something go wrong?" because it did it in like a second

#

no it just kinda actually upscaled in a second

vagrant moon
#

yep ๐Ÿ™‚

#

new model is just that good

ancient loom
#

one of the best things about having adhd is with stuff like this

#

i lose interest for a while, i come back and there's so much that's improved since the last time i used it

craggy sparrow
#

Hi

#

I have some issues with chaiNNer

#

Traceback (most recent call last):
File "C:\Users\Hosnt\AppData\Local\chaiNNer\app-0.24.1\resources\src\process.py", line 432, in process
return await self.__process(node)
^^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\Hosnt\AppData\Local\chaiNNer\app-0.24.1\resources\src\process.py", line 602, in __process
for fn in context.node_cleanup_fns:
RuntimeError: Set changed size during iteration

#

Would someone help?

vagrant moon
#

sadly i have no idea what would be doing that

craggy sparrow
#

Reinstalled to nightly version, same:
Traceback (most recent call last):
File "C:\Users\Hosnt\AppData\Local\chaiNNer\app-0.24.2-nightly2024-10-29\resources\src\process.py", line 466, in process
return await self.__process(node, perform_cache)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\Hosnt\AppData\Local\chaiNNer\app-0.24.2-nightly2024-10-29\resources\src\process.py", line 640, in __process
for fn in context.node_cleanup_fns:
RuntimeError: Set changed size during iteration

pastel temple
#

you unzipped it before opening it ?

craggy sparrow
sweet dagger
#

oh my god

#

I realized I didn't have hardware acceleration on in chainner

#

I turned it on and look how fast it's going AAA

vagrant moon
#

๐Ÿ˜› that only affects the GUI

#

the actual models should run the same

sweet dagger
#

Ohhhh haha, it's so incredibly fast peepoBlushReallyHappyDank Lightspeed

vagrant moon
#

and chaiNNer is the bottleneck here still. if i ever have the courage i'll make a custom script to do all of these things and it'll probably be 10x faster

sweet dagger
#

Instantanious upscales/pbr. It'd probably be the fastest one out there right now, they're surprisingly rare z5pepesit

vagrant moon
#

okay unless you have 64 GB of RAM, i'd recommend against selecting everything in a scene and upscaling it with the comfyui workflow ๐Ÿ˜›

#

chaiNNer workflow is definitely better for this

#

it's taking about 30 minutes and it ate 50 GB RAM

#

the ingestion process is the slowest part

#

python is from comfy, kit is the toolkit

steep coyote
#

oof

#

pbrify is the easiest and fastest, i select so much stuff before clicking start ๐Ÿ˜„

#

do have 64g tho

flint slate
#

Hey Kim, and anyone else who could help
Could you please take a look at this 17 seconds vid and explain what is happening here? Am I doing something wrong? The question is, shouldn't I notice any difference in the toolkit right away?
It's the first time I'm using ComfyUI so please excuse me for the skill issue
https://youtu.be/FVqCzokuLvg

I'm running PBRify 1.7.1 and NVIDIA App release of RTX Remix

steep coyote
#

yea it should update the texture in the toolkit

#

thats less than 1 second for texture upscale? takes at least 10 seconds for me if not a minute

#

looks like its not doing the upscaling at all perhaps

#

upscaled version should show up here

#

do any of the nodes have a red border?

#

ahh i do see one has a red border

#

this one

#

@flint slate change it from dat2 to rkplsd or whatever

flint slate
#

Thank you!hug_green

steep coyote
#

awesome! ๐Ÿ˜„ maybe we should collaborate on texturing PK ?

flint slate
vagrant moon
#

yeah i need to push an update to Nvidia's repository for the workflow

#

just noticed that issue yesterday

vagrant moon
#

this workflow should fix the issue

#

well that's not right

peak dagger
# vagrant moon well that's not right

Height is a 1 channel image so it's probably just populating R in RGB. You could create a ticket for that. I thought we fixed that a long time ago but apparently not

vagrant moon
#

yeah you're right. it's proper grayscale in other tools

#

will do ๐Ÿ™‚

peak dagger
#

Thank you!

vagrant moon
#

now for the second mystery

#

why isn't displacement working at all in the renderer?

peak dagger
#

In the toolkit ?

vagrant moon
#

yeah

#

it worked in another project, but not this one

peak dagger
#

Could be differing MDL versions ?

vagrant moon
vagrant moon
#

just made it yesterday to test

peak dagger
#

Fresh captures as well ?

vagrant moon
#

yep

peak dagger
#

it's possible the public toolkit & public runtime are not in proper sync for the MDL versions... That may happen when using ToT

#

If you create a ticket we can take a look at that too

vagrant moon
#

that's interesting. i was using the latest github actions builds for dxvk-remix and bridge-remix btw, latest builds from yesterday

#

is there any way i could check MDL versions on my end?

peak dagger
#

yeah, that's probably it. We still have a separate branch with MDL work for the toolkit

peak dagger
#

You can compare those to the ones in your captures

vagrant moon
#

hm

#

they're both mdl 1.4

peak dagger
#

Yeah no but the MDL contents

#

Also the bundled runtime (deps\remix_runtime\runtime) may be older

vagrant moon
vagrant moon
peak dagger
#

Just do a text diff of the 2 MDL files

#

if they're the same then there's no change

vagrant moon
#

ah i had the wrong mdl file open, oops

#

yeah they're identical

#

i'll try updating the runtime now

#

no luck ๐Ÿ˜ฆ

peak dagger
#

Unsure then! You can create a ticket, we'll take a look

vagrant moon
#

might just be something buggy with this capture or game. it's another one of those games that renders everything through shaders

vagrant moon
peak dagger
vagrant moon
#

yeah i'm about to ๐Ÿ™‚

vagrant moon
#

would you still like me to open the issue? or does it seem more like a runtime issue as a whole

peak dagger
steep coyote
#

For creating albedos, can we infer a direct and ambient light from the diffuse and kind of divide by that

#

Aka infer an image which looks like a whiteish surface with heights and normals, lit by the inferred lighting, and divide the original by this

vagrant moon
#

mm sadly that wouldn't really work from my understanding

#

it'd just end up having the effect of making it look washed out

#

which we could just do with normal filters anyway

#

@rugged wigeon what was that workflow you mentioned in photoshop to try to remove baked shadows?

rugged wigeon
vagrant moon
#

hmm

vagrant moon
#

maybe i'm just misunderstanding

vagrant moon
#

i may have just done it wrong though

acoustic cape
#

I am thinking of trying this, does it offer AI metallic and roughness maps?

vagrant moon
#

PBRify does normal, roughness, and height

#

metallic is too hard to do, at least for the type of models i train

#

if you're looking for highest quality results you'll want PBRfusion instead. PBRify prioritizes speed

acoustic cape
#

One more question, does yours have batch conversion? Low-key tired of replacing textures one by one ๐Ÿ’€

vagrant moon
#

give me like 10 mins and i can respond properly

#

it does though, just not directly

steep coyote
#

i am doing a test in blender

acoustic cape
#

I have looked into delighting solutions, found one but it works in a 3dscan tool called agisoft delighter

steep coyote
vagrant moon
#

either way, it's replaced for you instead of having to do it all manually

acoustic cape
#

Gonna try the ComfyUI method

#

Sounds better

vagrant moon
#

it's a lot slower unfortunately

#

but it is more selective

acoustic cape
#

I really hope it isn't cpu intensive

vagrant moon
#

the only part that should be is the ingestion process in the toolkit

#

@sweet dagger you happen to know where that replacement script is?

#

#general-remix message

#

there it is. but the hashing method in Remix changed which means it no longer works

#

that sucks

#

i haven't found a way to update the hash generation yet. mostly because i can't find the code in the dxvk-repo for it

steep coyote
#

it works extremely well

#

i put this metal texture on a lumpy surface with some light and rendered it in blender

#

then used this method ive been harping on about to remove the shadin

sweet dagger
#

#1231062867697209354 message

vagrant moon
#

could you show what you're doing in blender? an image would help a lot lol

sweet dagger
#

Found it! Thereโ€™s also a little video tutorial a few messages below it, I donโ€™t think you need to adjust the slashes in the address bar thingy anymore though ๐Ÿ™‚

vagrant moon
#

the hash method in Remix changed

steep coyote
#

this is the jpg version of the image i generated to remove the lighting (divide over the original texture to remove the lighting)
the actual one is an HDRI though

#

in theory you could generate millions of these automatically or procedurally for a training set

vagrant moon
#

we already have datasets for this task

#

we need a way to remove baked lighting without relying on AI models, because it just isn't working

vagrant moon
steep coyote
#

not necessarily

#

what i was thinking is you get a normal diffuse texture with baked in highlights and shadows

#

generate a normal and heightmap

#

use that to generate this division texture?

#

or maybe just got straight from diffuse to delit by training a model on a massive dataset generated with this method in blender

#

i guess you already have a dataset though

vagrant moon
#

this might work for @limpid flame though

vagrant moon
#

nothing we train can handle it though

vagrant moon
#

i advise you guys not to try to ingest with processor set to 32 in the toolkit

#

thankfully can confirm the script still works

limpid flame
#

yeh i was gonna say i didnt know we figured out hashing the first time lol

vagrant moon
#

blueamulet did, i integrated it into my MagicUSDA script before the toolkit was a thing. apparently a few months ago though the hashing method changed to be based on the application name or something

vagrant moon
#

so it should actually still work fine

rugged wigeon
acoustic cape
vagrant moon
#

i tried it

#

the average blur thing, at least in affinity photo, just makes my texture totally gray for some reason

rugged wigeon
#

Oh it probably calculates the average color of the entire image

#

You have to use a blur the same size as the high pass.

vagrant moon
#

@steep coyote did you post an image? i thought i saw one

steep coyote
#

ya it was wrong though

#

This is how you can do this in blender, of course it's easy when you have the original displacement and lighting information.

#

if you use the result of the mix shader as a divide layer it cancels the lighting

rugged wigeon
#

Reminds me of this method I saw a while ago https://youtu.be/w6YPbidAAzQ?si=FE6cxlLbMLwcv3Uj

Get the free tutorial files: https://inlightvfx.gumroad.com/l/delight
Get VFX Course updates: https://inlightvfx.gumroad.com/subscribe
My Blender VFX Course (out now!): https://www.inlightvfx.com

When Ian Hubert shared the โ€œde-lightingโ€ technique in Blender, I was awestruck. De-lighting allows VFX artists to visualize 3D VFX elements integrated...

โ–ถ Play video
rugged wigeon
#

possibly ยฏ_(ใƒ„)_/ยฏ

steep coyote
#

objectively ๐Ÿ˜‰

#

he is using a fullbright emissive surface for bounce lighting, im using the actual scene lit for bounce

#

more accurate

#

theres still room for improvement

rugged wigeon
#

I don't know much about kitchen appliances, I use C4D so anything in Blender is foreign to me.

sweet dagger
rugged wigeon
#

the average method works for surfaces with roughly equal color across the entire surface while gaussian blur will help with maintaining multiple colors but it requires a bit further tweaking with dodge and burn brushes to equalize dark spots

vagrant moon
#

pretty cool

#

thank ya

#

these are the kinds of textures i'm really struggling with

#

it really just needs a lot of dodge brush work i guess

steep coyote
steep coyote
#

some gimp

#

very little information in the dark areas to work with

silent yarrow
#

Getting this error when trying to upscale with the captures from the latest github runtime.

Can't get texture type using the USD attribute /RootNode/Looks/mat_F08851FC9EC2F174/Shader.inputs:diffuse_texture and texture type ROUGHNESS

vagrant moon
#

yeahhh that's a Remix issue most likely, not this tool

peak dagger
#

I don't see where remix would throw this error. Maybe it's in the ComfyUI node.

The texture type name in Remix itself for roughness is "Roughness" so if you set that anywhere you may just need to fix the caps, otherwise I don't know why you'd be gettin that error

flint slate
#

I couldn't believe my own eyes when I saw "noughness" in the attached logs

vagrant moon
silent yarrow
peak dagger
#

There's a ComfyUI node to get the input path for newly created textures. Probably there

silent yarrow
#

hmm yeah it is all capitals there in the texture node.. I'll report back in a minute.

silent yarrow
#

yeah I'm at a loss for what I'm doing wrong here. I can't seem change the capitalization at all even. So I don't even know how this got messed up in the first place if I can't change it. I just reinstalled everything the toolkit,Comfyui,the depndances ,the emmedded thing... Python... and My web browser so Can't even fathom how this is carrying over.

peak dagger
#

Wonder what's happening and why other users aren't seeing this error

silent yarrow
#

I'm gonna say user error but I just don't know where lol. like I had this working fine.

here's the full log

#

bleh

silent yarrow
#

Well wiped My drives,reinstalled windows completely.everything else. fresh.not from back ups... same result. peepofacepalm

peak dagger
#

You should create a GitHub issue. We have a few high prio issues atm so I may not be able to take a look tomorrow

flint slate
silent yarrow
peak dagger
silent yarrow
peak dagger
silent yarrow
#

@peak dagger Tried the fix .Getting a different error now Unprocessable Entity for url stagecraft/textures. so progress I guess.

peak dagger
#

That means whatever object is sent in the request is invalid

#

So itโ€™s not a remix issue per-se

silent yarrow
#

hmm. maybe the workflow needs to be updated. I tried this with this tool and PBRfusion3. That's outside My wheelhouse though so it's back to grabbing everything manually I guess.

vagrant moon
#

๐Ÿ˜ฆ i dunno what to change

#

it still works on my end

silent yarrow
#

well FWIW here's my error report. this is on a fresh install of ComfyUI and set up for remix, latest Remix, fresh captures,and clean install of the latest github toolkit.

proper vale
vagrant moon
#

๐Ÿค•

vagrant moon
proper vale
vagrant moon
#

mm

#

well that makes sense but i don't know what the issue is either, lol

#

๐Ÿ˜ฆ

#

what triggers this error, using latest comfyui + latest toolkit?

proper vale
vagrant moon
#

ahhh

#

you need the toolkit running to use this workflow

#

you click on what you want to upscale in the toolkit, then queue it in comfy

proper vale
#

Oh that's what you mean by toolkit. Yes, I do run RTX Remix app

vagrant moon
#

yeah

#

i REALLY wish the naming was better

proper vale
vagrant moon
#

sigh

#

well

#

so what build of the toolkit are you on?

vagrant moon
#

actions builds seem broken too

#

but yeah that seems like the problem?

proud robin
vagrant moon
#

yeah, it's not in any current build of the toolkit

#

the fix i mean

proud robin
#

Damn, at least that keeps me from getting everything set up and not letting it eat the rest of my day while upscaling so thats good lol

proper vale
#

This only seem to be happening for roughness tho, I have ran another workflow that just switches albedo texture and it works fine

silent yarrow
#

Yeah IDK, I've tried just about everything I can think of, save make a new workflow(tempting but ha ha no).
Hoping Pete can figure it out Monday.

#

Also sorry Kim for clogging up this thread. I know it's not You're fault! Luck of the draw. It was either this thread or Nightravens.

vagrant moon
#

lol it's okay. it is an issue directly related to it, so i'm glad you posted it

limpid flame
#

its affecting me too? ๐Ÿ˜ฆ

proud robin
#

I assume it would

silent yarrow
limpid flame
#

thats aight only the 5090 can run pbrfusion and toolkit at same time kekw

silent yarrow
#

lol yeah

#

For the most part unless it's a 8k texture I can still keep the toolkit open. 4 k still gets a bit laggy though

#

Primarily I use both Yours and Kims tool. PBRify is great for those small odd dimension ones PBRfusion doesn't like.

proud robin
#

Anyone still having issues with PBRify or other workflows after the recent commit?

#

Just built the toolkit and get this, not sure if its the same error as before because I never tried it

#

Seems to be failing here, so no fix yet or did I do something stupid? At least I can manually ingest them

#

Aaah but since it failed at the diffuse ingestion thats all I end up with in the assets/ingested folder, fuuuuuugggg

peak dagger
proud robin
limpid flame
#

well no ittl be able to more since comfy appends numbers i think

proud robin
#

Also this just shows how slow the ingestion process is, upscaling takes only a few seconds while ingestion makes the whole process take minutes per texture

rugged wigeon
vagrant moon
#

the ingestion process is automatic with these workflows, and it is going one by one afaik ๐Ÿ˜ฆ

#

i don't think that can be changed?

rugged wigeon
#

Oh this isn't via the toolkit?

vagrant moon
rugged wigeon
#

The toolkit can spawn multiple processes to ingest in parallel

vagrant moon
#

i'm aware, but i'm not sure if the REST API allows that to be configured

peak dagger
peak dagger
limpid flame
peak dagger
#

I see! Thank you ๐Ÿ™‚

flint slate
#

Hey guys, now I'm getting these too. Diffuse maps are the only ones that are not affected (they get upscaled and ingested just fine)
I kinda updated my whole environment in one go and it's broken now, so here's all the changes in case it's good to know:
GPU driver: 572.70 - 572.83
bridge-remix: 126th - 129th
dxvk-remix: 738th - 750th
Toolkit: 2024.5 (nvidia app) - 1.0.0 (nvidia app)

#

Curiously working diffuse

peak dagger
# vagrant moon i'm aware, but i'm not sure if the REST API allows that to be configured

FYI I'm currently in this part of the code, "executor": 1 is how you would use the "external" processor (multiprocessing), and normally you should be able to call that endpoint many times and all the assets should be processed in parallel.

If your calls to the API are Async, which they should be, it should be as simple as sending many requests one after the other and gathering the results of the futures (which basically equates to launching a bunch of tasks in parallel and waiting for all of them to complete).

That said, you may need to update the max number of processors in the Toolkit's combobox for that to work as expected. I don't think that part can be controlled via the API

peak dagger
peak dagger
#

Hmm, seems to work on my side... Can you try to ingest using the API directly?
http://localhost:8011/docs#/Ingestion/add_item_to_queue_ingestcraft_mass_validator_queue_material_post
That's all you need to put in the body. You can replace everything with:

{
  "context_plugin": {
    "data": {
      "input_files": [["D:\\Tests\\Assets\\Textures\\invalid.png", "DIFFUSE"]],
      "output_directory": "D:\\Tests\\Assets\\AI Tools"
    }
  }
}

And of course change the file paths and texture type to whatever you want to ingest

#

@proud robin

silent yarrow
#

had I known I was the canary in the coal mine...

proud robin
#

Let me double check everything is up to date with my copy of comfyui and all that, the toolkit is "current"

proud robin
#

okay some progress, it completed the upscale in ComfyUI and assigned the diffuse texture but nothing else, the roughness and everything else is present in the ingested folder though

#

Gonna triple check that my toolkit is up to date real quick

silent yarrow
#

yeah that's the current behavior I think most of us are getting.

proud robin
#

And latest toolkit build crashes on launch uuuuuuhhhhh

#

The one I was running before was the first commit for the endpoint fixes

peak dagger
peak dagger
proud robin
peak dagger
#

My pleasure ๐Ÿ˜

#

#github-updates message

peak dagger
proud robin
peak dagger
#

Awesome! Great news!

vagrant moon
#

tyvm for all the hard work Pete

silent yarrow
#

just got home and installed. looks like everything is fine for Me as well! thanks Pete!

flint slate
#

Yes, it's completely fine now! Thanks a lot

proper vale
peak dagger
#

No the REST API is part of the Toolkit

vagrant moon
peak dagger
#

Woop, I donโ€™t think weโ€™ve been monitoring that repo actively sorry! Iโ€™ll check it out today !

peak dagger
peak dagger
#

Actually looks like our process requires me to merge on our interal repo and the changes will be pushed to GitHub ๐Ÿ™‚

vagrant moon
#

thank you

steep coyote
#

Hmm any ideas? fresh clean install / build of everything, comfyui, remix nodes, workflow, pbrify, toolkit

steep coyote
#

huh.. i try again and now I get this one:

vagrant moon
#

๐Ÿ˜ฆ not again

steep coyote
#

Kim's fault

#

๐Ÿ˜„

vagrant moon
#

naaaah i'm pretty sure this is on the toolkit side again ๐Ÿ˜›

steep coyote
#

did i do the right stuff? i git clone toolkit and built

vagrant moon
#

yeah

steep coyote
#

is there meant to be a .png on that filename maybe

vagrant moon
#

i don't know what's happening tbh and i don't have much time to look into it ๐Ÿ˜ฆ

steep coyote
#

no worries. ill have a look at the thread a bit more above maybe i messed up

steep coyote
steep coyote
#

Cheers Pete

#

These ones right:
toolkit-remix_build\windows-x86_64\release\logs

peak dagger
steep coyote
#

i think it might have been either my firewall or antivirus or port in use

steep coyote
#

very strange. every time I try to upscale, one of three things happens seemingly randomly
500 server error
Works normally
Can't get the ingested texture with name AutoUpScale_.... from the folder ....

glacial monolith
#

Sometimes I'll get those errors but if I try again on the same queue it works without issue, not sure what causes the intermittent error

#

Happens maybe 1 out of every 10 upscales

crimson kayak
#

all textures are darker than their original versions. What i should do to keep original colors?

vagrant moon
crimson kayak
#

Sorry I've didn't did it before.
I'l post ss's tomorrow

crimson kayak
#

the only thing i've changed in default chain is exported format from png to dds

crimson kayak
vagrant moon
#

are you using it through chaiNNer? or ComfyUI

crimson kayak
vagrant moon
#

okay. definitely don't use DDS

crimson kayak
#

PNGs should work with remixed Gmod?

vagrant moon
#

you need to export as PNG, then ingest with the toolkit. then it'll work

crimson kayak
vagrant moon
#

yeah

#

you need to ingest the PNGs in the toolkit first, then run that script on the output DDS files

crimson kayak
vagrant moon
#

dx

vagrant moon
crimson kayak
#

Okay, nvm, it's works

#

but i need to test 1 thing

#

some certain textures if they were upscaled via pbrify - caused game to crash

#

but that was when i made them .dds in chain

#

so i need to test how they would work now

#

but atm everything works nice. Thanks

steep coyote
#

Hey @vagrant moon, it seems that PBRify reduces the alpha somewhat on all textures.
First image is original texture, second is after PBRify

#

ie. the original texture had no alpha transparency, but after pbrify it is reduced to 99 ish percent opaque

#

could cause some weird issues in remix rendering

#

here is the alpha channel with contrast boosted.
Before pbrify it was completely 100% white (totally opaque)

#

Same thing happens with PBRFusion @limpid flame

flint slate
#

The Great Upscaler conspiracy

#

they want to make my games less opaque๐Ÿ˜ฑ

steep coyote
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BUSTED

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now y'all have to make me a script that fixes this on a few thousand textures ๐Ÿคฃ

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(not really)

limpid flame
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We both split the alpha and upscale it with her Span model, which I never thought about till you brought it up,

On images with 100% opaque, ig any upscaler would upscale into noise even most of the algorithmic ones

Which means we both need to add logic to detect if the alpha is opaque then to upscale it with point sampling or nearest neighbor instead of span. Or make a full white alpha at new res

steep coyote
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something like if original image has no transparent pixels just drop alpha channel and export as BC1 maybe

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half the file size, only 4bpp though

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might be imperceptible?

limpid flame
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Probs keep at PNG since remix import will compress again to dds

Don't wanna compress more then once

steep coyote
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true

steep coyote
#

it may not actually matter at all, i tried using a 75% alpha channel on an albedo texture and it looked the same. as soon as I went below 50% the model with the texture became completely invisible

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maybe remix is just using a binary visibility threshold or something

rugged wigeon
steep coyote
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so crisis averted! (probably)

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not sure if there could be some other weird ramifications of 99% alpha on all albedo textures

steep coyote
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ok well this is relevant:
"BC7 varies on a per block basis as needed, allowing it to use the unused alpha bits for additional color definition"
https://www.nexusmods.com/fallout4/mods/25799?tab=posts
so having the alpha in there unneccessarily is probably reducing quality somewhat

Nexus Mods :: Fallout 4

The purpose of this guide is to give modders the information they need to maximize visuals and lower vram. There is great confusion about what to do, how to do, when to do with regard to texture form

vagrant moon
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unfortunately it's not really possible to strip alpha in specific scenarios without greatly harming performance in the chaiNNer workflow, and i don't know enough about ComfyUI to attempt it there. at the very least you'd need additional node packs for that

rugged wigeon
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wasn't there a split channel node?

vagrant moon
# rugged wigeon wasn't there a split channel node?

there is, i already utilize that. but from my understanding binq is suggesting removing the alpha layer under specific conditions. the math for that is extremely costly, i know because i tried it before for something else

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it took 5x longer per image

rugged wigeon
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huh interesting

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should be as simple as taking the original image and doing a if texture.a < 1 then process, else discard

vagrant moon
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i'll see if i can do that

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that specific setup shoooould maybe work in a way that would only be like a 15% additional cost

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the problem is i have to split the alpha layer in a specific way ahead of time, so it's doing a lot of calculations twice

rugged wigeon
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could always do a branch for people that want to use it

vagrant moon
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very doable

steep coyote
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i wouldnt stress about it for my sake at least

flint slate
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say "yes do it yes do it I need it yes I do"

wispy sparrow
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fixify

analog cairn
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when I try to Run comfyui for RTX Remix I get this error:

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any ideas?

vagrant moon
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or didn't download them at all

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you need these

analog cairn
analog cairn
vagrant moon
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this is a prebuilt copy of it someone made a few days ago

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download that and extract, and it should work

analog cairn
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ok thanks, let me try that right now

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still same rror

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could be it be due to rtx 5080?

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do I need to install creator drivers?

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I also see this error:

vagrant moon
peak dagger
peak dagger
analog cairn
peak dagger
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yeah I mean it's trying to get the layers in your project and doesn't find any. Not too sure what that's about. The endpoint works find on my end.

The only thing I can think of is if no project is opened but otherwise not too sure

analog cairn
peak dagger
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Actually looks like the layer_count argument of that endpoint is not a number ?

analog cairn
peak dagger
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that's in the ComfyUI node code, it's not in the Toolkit UI

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@vagrant moon may be able to assist

vagrant moon
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tbh i'm not really sure what to do here

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downloading the latest toolkit and testing on my end though

peak dagger
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If all that works then the ComfyUI node is the culprit. Idk if there was a ComfyUI update recently that may have broken the node

vagrant moon
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was able to reproduce it

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looking at that now

peak dagger
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Using the endpoint directly ?

vagrant moon
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latest toolkit + comfy has the issue

peak dagger
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yeah I was more asking about the toolkit specifically

vagrant moon
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trying to use the link you sent to debug, but i'm not very familiar with these types of things unfortunately

peak dagger
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Click Try and Execute

vagrant moon
peak dagger
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yeah worked fine

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now where there's a -1 you can change that value

analog cairn
peak dagger
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you can also set layer_type to "autoupscale" since it seems to be what comfyUI uses

analog cairn
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it works as long as it is number

peak dagger
vagrant moon
analog cairn
peak dagger
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yeah worked fine too

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so the issue is with ComfyUI cause you tested the entire endpoint

peak dagger
analog cairn
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should I go to an older built of the rtx remix

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if that is less of a trouble ๐Ÿ˜„

peak dagger
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my guess is ComfyUI broke something

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because Remix works as intended, as you just proved haha

analog cairn
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well finger-crossed. Anyway to get older build of comfyui that was working with rtx remix

vagrant moon
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can confirm my older version of comfy works fine

peak dagger
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So someone will have to debug the ComfyUI nodes and push a fix MR ๐Ÿ˜›

analog cairn
vagrant moon
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the toolkit keeps crashing though

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hmm

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froze my entire PC too

vagrant moon
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this is the version i have

analog cairn
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Thanks

vagrant moon
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@limpid flame heads up for you. latest versions of comfy seem to be causing issues with the remix comfy extension

analog cairn
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I loaded older upscaler models v1.7.0 and that seem to have gotten rid of the error but here is what I see when I Queue Prompt:

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Nothing really changes on the RTX side related to textures but there is a new layer now under mod.usda called aiupscale_textures.usda

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New error, lol:

vagrant moon
vagrant moon
analog cairn
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thanks

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so i will go back to 1.7.1 and add this one you provided

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I need to reboot

analog cairn
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i think i need to use my rtx toolkit build

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the one you linked me might not have support yet for 5080

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nope still same error

vagrant moon
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๐Ÿ˜ฆ

analog cairn
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i think it has to do with portable build of comfyui

limpid flame
analog cairn
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thanks, let me give this a try

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Mission Impossible: RTX Remix

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๐Ÿ˜„

limpid flame
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If I find time this weekend ill look into the new version problem

analog cairn
analog cairn
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so I it generating textures now in comfyui but I get this:

vagrant moon
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man. why are there so many issues ๐Ÿ˜ฆ

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idek how to go about fixing that one

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i can't reproduce it on my end

analog cairn
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i guess time to give up and pick up in couple week in hopes that some how magic happens on my machines ๐Ÿ˜„

vagrant moon
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๐Ÿ˜ฆ sorry

analog cairn
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its all good

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it was worth a try

limpid flame
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I think if you update rtx remix node it will work now

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On top right you can hit manager, custom node search and click update on it

analog cairn
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ok let me try

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same error

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i am just out of luck ๐Ÿ˜„

limpid flame
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well damn

vagrant moon
analog cairn
# vagrant moon

I am still trying to figure out how to first make it all work ๐Ÿ˜›

vagrant moon
#

PBRify 1.7.2 Update

Download
ComfyUI Only Version

This update brings another new upscaling model, 4x-PBRify_UpscalerV4. This model does a much better job at refining existing detail, and more accurately removes artifacts.

Download use it in chaiNNer, download this release: https://github.com/chaiNNer-org/chaiNNer-nightly/releases
To use it in ComfyUI, follow these steps: https://github.com/Kim2091/PBRify_Remix?tab=readme-ov-file#comfyui

๐Ÿš€ If you like my work, please support me on Ko-fi! ๐Ÿš€

wise iris
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just tried it, new upscaler looks great so far

peak dagger
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FYI the comfyUI node will be updated soon as they will not work on the latest latest commit of the Toolkit.
See #1289913588852592662 message
I'll take care of updating the nodes but you'll need to update them in your provided workflows

vagrant moon
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thanks for the heads up ๐Ÿ™‚

peak dagger
vagrant moon
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it'll be a while before i'm able to update the workflow

vagrant moon
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well, i regret to inform you all of this, but there's no time for me to maintain PBRify

if someone else is willing & able to update the comfyui workflow, i'd greatly appreciate it. i'm dealing with too much right now to be able to dedicate time to this

peak dagger
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FYI the example workflow in the remix comfyUI node repo uses pbrify so it should be usable as-is

vagrant moon
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oh, i didn't realize it had been updated

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thank you ๐Ÿ’š

peak dagger
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Pleasure ๐Ÿ™‚

neat crypt
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it keeps throwing an error on this node

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what could be the issue?

weary cape
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i tried giving it a go after swapping the diffuse upscaler (likely not relevant)
and i ended up getting these errors in the get layers part of the workflow

amber badger
peak dagger
# weary cape

You can try getting the latest workflow from the GitHub repository (update the nodes)

weary cape
young plaza
peak dagger
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You can use the GetLayers endpoint to get the list of LayerIDs easily

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You can test the set edit target this way

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And then in the toolkit you should see the layer you set as the edit target in the layers panel

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If you have issues during any of these steps it should give you a better idea of where the issue comes from.

young plaza
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cheers for helping.

yeah that all worked fine, it changed the edit layer target to the new .usda

hmmm

peak dagger
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Seems like it's a ComfyUI flow issue then. Maybe @limpid flame would know more since he's been working on improving it ๐Ÿ˜›

young plaza
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Ok thanks..

First time I used.

I installed comfyui.

Git cloned comfyui remix. And installed.

Grabbed the pbrify models.

Didn't seem like anything else needed doing

peak dagger
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Should still be like that just with new updates ๐Ÿ˜› Maybe something broke in the mean time on the ComfyUI side though. They've been updating lots of things

young plaza
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Yeah i noticed the model name they used for the upscale node didnt match any from the pbrify model folder. So I changed that, that solved earlier issue, but then hit this. Does sound like needs update.

limpid flame
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hmm not seeing this with latest comfyui and latest remix comfy node. can you please send whole comfyui console readout?

young plaza
limpid flame
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@peak dagger seems odd shouldnt it make layer

young plaza
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The layer was made, it seems to not recognise it

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And rest api by itself allows to select layer

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I've never even used comfyui before today, so I haven't been messing with stuff either

limpid flame
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can you send the usda file

young plaza
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btw i am am aware chatgpt could be spewing bs here, but jsut in case, this is what it thought:

โžก Explanation:

The RTX Remix REST API is saying: โ€œThe layer does not existโ€.

The file path appears incorrectly parsed:

vbnet
Copy
Edit
G:\RTX+Doom+3\DOOM+3+RTX+MOD\aiupscale_textures.usda
Note that the path separator + is being used instead of a space โ€” this happens when:

Improper URL encoding is done

Or the system is double-encoding or not decoding %20 back into spaces.

๐ŸŽฏ Root Cause Breakdown
๐Ÿ”น 1. Improper Encoding
The file path was originally:

vbnet
Copy
Edit
G:/RTX Doom 3/DOOM 3 RTX MOD/aiupscale_textures.usda
But the REST call tried:

perl
Copy
Edit
G%3A%2FRTX+Doom+3%2FDOOM+3+RTX+MOD%2Faiupscale_textures.usda
%3A = :

%2F = /

  • = improperly used for space

โœ… Correct encoding should use %20 for spaces, not +, especially in URL path components.

limpid flame
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no its getting and parsing the request fine

peak dagger
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I wonder if you're the first that tried to use the ComfyUI node with a path that has spaces

limpid flame
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mmm

young plaza
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ha

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well maybe?

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i dunno, anyway that's really all the info i can give

peak dagger
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you can try using a path with no spaces and see if you get the error

young plaza
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so just to be clear. if i had RTX DOOM 3, i should try RTXDOOM3?

peak dagger
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a quick and easy way to try that without breaking all your paths would be to create a symlink

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and yeah correct

young plaza
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oh ok

peak dagger
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you can run something like mklink /J "G:/TEST/DOOM_3_RTX_MOD" "G:/RTX Doom 3/DOOM 3 RTX MOD"

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it'll create a "folder" "G:/TEST/DOOM_3_RTX_MOD" but it'll just be a symlink to your existing project

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then you can open "G:/TEST/DOOM_3_RTX_MOD/PROJECT.USDA" in the toolkit and try in comfyUI

young plaza
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well it seem like a symlink day, as i have been creating a bunch today to free up space on my c drive lol

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ok lets try that

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it worked

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@limpid flame

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@peak dagger thanks

limpid flame
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๐Ÿ™‚ ablobenjoy

peak dagger
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So we have an issue with spaces in paths in the ComfyUI node

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good news but we gotta fix that haha

limpid flame
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Pete the toolkit allows for spaces now right?

peak dagger
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yeah!

young plaza
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well it felt good to help

limpid flame
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ok lets try and fix it in this new pull then lol

young plaza
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how on earth am i the only one using spaces?

peak dagger
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I think ChatGPT is right and the issue is with how spaces are encoded

young plaza
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wellatleastwegotitsortedrightguys

limpid flame
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ChadGPT

peak dagger
young plaza
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ok well thansk for your help both of you, i'm excited to use comfyui. I couldn't keep doing my workflow, was killing me

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@peak dagger you reckon i am ok to keep using symlink or shouldi change my path name?

peak dagger
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Up to you! Whatever you prefer. There should be no problem using Symlinks but if you just want 1 instance of the dir then you can rename your folders

young plaza
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oh my i feel the power

limpid flame
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and trying again on the project with spaces? , make sure to restart comfy

young plaza
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yes, but gimme a few mins

limpid flame
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all good, preciate' it

young plaza
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ignore last message, i didnt restart comfyui beforehand

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@limpid flame Well done, it's fixed

limpid flame
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thanks for testing!

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P simple fix Pete, had to use quote instead of quote_plus peepoClappers

young plaza
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i am going to use this so much, so thank so much for making it

limpid flame
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Well its an effort on everyones part! enjoy!

peak dagger
limpid flame
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yes

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just adding in safe param here is correct?

peak dagger
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Awesome! Thank you !!

peak dagger
distant lance
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Im confused when it comes to the get layer parts. How do I set this?

distant lance
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@peak dagger anyway you can help me out with the getlayers functions in the workflow? Im not sure how to specify a replacement layer and an aiupscale layer.

flint slate
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You just select materials in the Toolkit viewport and run the workflow

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It will upscale, generate PBRs, ingest, everything

distant lance
peak dagger
peak dagger
distant lance
#

@vagrant moon is there a metallic map pth anywhere?

vagrant moon
fickle pebble
#

decided to try out the low vram workflow and I'm getting this error on the 4th node
I am using the toolkit build from 7 days ago

crimson kayak
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and it's only related to the low vram one

peak dagger
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layer_types=1 is not valid, it would need to be layer_types=AUTOUPSCALE. Not sure if that's a workflow issue or node issue.

FYI @limpid flame

limpid flame
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Using Latest Toolkit, Latest Comfy, Latest nodes, i dont see this problem

flint phoenix
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how do you use this

limpid flame
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Context ^ this was from using portable version of PBRFusion to run this, but nodes have been updated since that

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Open a new workflow with that + button

flint phoenix
#

alr

limpid flame
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click in the empty space and search for upscale

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I'm not at my computer rn so if there's a lot of options u can sc and ill tell u which

flint phoenix
limpid flame
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Uh try double clicking

flint phoenix
limpid flame
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Lets do load upscale model top one

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And then select Kim's upscale model in list for node

flint phoenix
limpid flame
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Yeh! Now choose upscaler

flint phoenix
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safetensors or span

limpid flame
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Safe tensor is full fat latest upscaler, span is faster but lower qual

flint phoenix
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safe tensor it is

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now what?

limpid flame
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Ok now click and drag out the bubble on the right next to UPSCALE_MODEL

And release it in space

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It should come up with options

flint phoenix
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just like that!

limpid flame
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Yeh choose ImageUpscaleWithModel

flint phoenix
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ImageUpscaleWithModel!

limpid flame
#

Now do same to left blue image bubble and select load image

flint phoenix
limpid flame
#

Nice now same with right image bubble and select save image

flint phoenix
limpid flame
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Nice now you can drag in images into left load image node, and hit queue to run

Note when you drag in a DDS the image name will change but it won't preview it like it is that green particle board and particle board img preview may stay

flint phoenix
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lets see

limpid flame
#

Then it will be in ComfyUI/output or you can right click the done img and hit save

flint phoenix
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and like magic!

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ta- da!

limpid flame
#

Ok now to save, hit file on top right and click export

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To Save the workflow

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All of pbrifys models go through that upscale node, so if ya want you can make the output of the upscale into 3 more of those nodes to do the pbr

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And that's essentially what ComfyUI is, each node is a Python script, with input and outputs, with it you can easily combine alot of cool things to make workflows

sweet dagger
cinder bloom
sullen hatch
#

Hey guys looking for some assistance getting RESTAPI_PBRify working with Remix and cant seem to get it to link up. am i doing something wrong?

silent yarrow
#

@sullen hatch are You making the workflow Yourself? or Is this with the workflow provided on Kim's Github? If it's the latter, afaik The toolkit changed a lot of stuff many months ago that broke that workflow.

vagrant moon
#

๐Ÿค”

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the workflow here should work

sullen hatch
sullen hatch
vagrant moon
#

i just updated the readme to point to the correct workflow

vagrant moon
silent yarrow
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Yeah I don't know either. I'd like to know though... tried getting AI to make Me a PBRfusion4 one the other day with no success.

sullen hatch
#

so Chainer or what ever is better?

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im new to this so im trying to learn alot at once