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I've noticed a small issue with the simplicity of this implementation though—you lose some control over small artefacts like character height.
By specifying exact masks you can be more rigorous with "I want this character to fill this area," but with a simple divide at positon x or y you generally end with an output where character heights or differences in posture are genericised. Not something you can really prompt around depending on the checkpoint.
Perhaps a way to allow for 'advanced overrides' might solve this issue. Or an 'advanced version' of the node in parallel which would give you the best of both worlds.
Either way, this is not a mission-critical, this is just an observation of the implementation's side effects. It's still a great node and your hard work is appreciated!
The text was updated successfully, but these errors were encountered:
Hello, 👋
Loving your work and glad to have you around.
I've noticed a small issue with the simplicity of this implementation though—you lose some control over small artefacts like character height.
By specifying exact masks you can be more rigorous with "I want this character to fill this area," but with a simple divide at positon
x
ory
you generally end with an output where character heights or differences in posture are genericised. Not something you can really prompt around depending on the checkpoint.Perhaps a way to allow for 'advanced overrides' might solve this issue. Or an 'advanced version' of the node in parallel which would give you the best of both worlds.
Either way, this is not a mission-critical, this is just an observation of the implementation's side effects. It's still a great node and your hard work is appreciated!
The text was updated successfully, but these errors were encountered: