Playing around in ComfyUI.

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bogbud
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Joined: Sat May 30, 2015 12:43 am

Re: Playing around in ComfyUI.

Postby bogbud » Mon Feb 02, 2026 10:03 am

papa-lenin wrote:The first true wildlife spotting outing did not go as planned for her...


That's EXACTLY my favourite scenario. Just like your two very first pics on Page 1 it's believable and plausible.
In reality swamped chest-waders are not that a big concern (has happened to me quite often...)

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MadMax359
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Location: north carolina

Re: Playing around in ComfyUI.

Postby MadMax359 » Tue Feb 03, 2026 5:57 am

papa-lenin wrote:
MadMax359 wrote:You had me at "engulf their target's body" :twisted:

Hah, I made this one thinking specifically of you :)


you hit the target! :twisted:
The strong do what they want, the weak do what they must

papa-lenin
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Re: Playing around in ComfyUI.

Postby papa-lenin » Wed Feb 04, 2026 3:59 pm

Falling through false floor ended up with soft landing, too soft landing. To make things worse mud started pouring from above - an ancient trap has been sprung.
StuckInThePit.jpg
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MadMax359
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Re: Playing around in ComfyUI.

Postby MadMax359 » Thu Feb 05, 2026 6:43 am

better get that heavy armor off!! :twisted:
The strong do what they want, the weak do what they must

papa-lenin
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Joined: Sun Jul 19, 2009 5:24 pm

Re: Playing around in ComfyUI.

Postby papa-lenin » Sun Feb 22, 2026 5:47 am

MadMax359 wrote:better get that heavy armor off!! :twisted:


Looks like they rarely listen :(

I've been busy with RL, but finally found some time ;)

Lost in the woods:
lost.jpg

Reaching out:
help.jpg

Yumm, a two-course meal approaches:
twocoursemeal.jpg
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MadMax359
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Re: Playing around in ComfyUI.

Postby MadMax359 » Sun Feb 22, 2026 7:21 am

Lost in the Woods has learned :twisted:
The strong do what they want, the weak do what they must

bogbud
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Re: Playing around in ComfyUI.

Postby bogbud » Sun Feb 22, 2026 2:31 pm

Great you're back!
The gal reaching out sure is mudproof with that rubber/latex-catsuit. Another one who did get more than what she wished for? :twisted:

papa-lenin
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Re: Playing around in ComfyUI.

Postby papa-lenin » Wed Feb 25, 2026 3:24 pm

Thanks guys :)

I've been trying to fix the issue that some images look like they have strange dots or diagonal lines when viewed in full zoom, I think I pinpointed the culprit
test.jpg
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dabringer157
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Re: Playing around in ComfyUI.

Postby dabringer157 » Thu Feb 26, 2026 12:14 am

Bro these are all fantastic! I've built a few workflows myself in ComfyUI, but they're all configured to use Illustrious and Pony type diffusion models since they have decently made mud and quicksand LORAs. What model(s) have you been using?

papa-lenin
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Re: Playing around in ComfyUI.

Postby papa-lenin » Thu Feb 26, 2026 11:34 am

dabringer157 wrote:Bro these are all fantastic! I've built a few workflows myself in ComfyUI, but they're all configured to use Illustrious and Pony type diffusion models since they have decently made mud and quicksand LORAs. What model(s) have you been using?


Hi, thanks for commenting :D
I use Z-Image Turbo with a LoRA I have trained myself. The biggest thing about ZiT is that it has 1024 tokens long context window, for comparison the SDXL derivatives like Pony or IL have.. 77.

So I can do a prompt like this and it actually understands it (this is a prompt for the second image posted here, notice how it mostly fits what's in the picture):

Code: Select all

The wet quicksand bog stretches beneath Magda’s submerged form like a cracked, desolate skin of the earth. The surface is a mosaic of fissures—deep, jagged crevices filled with murky water that reflect the overcast sky in fractured shards. Each crack reveals the dark, oily glistening black mud beneath, its texture thick and viscous, clinging to every edge like liquid tar. The mud’s sheen catches the diffused light, creating a slick, almost metallic reflection on the wet surfaces of the fissures and Magda’s exposed neck, emphasizing the environment’s oppressive, sucking nature. In the midground, reeds stand brittle and yellowed, their stalks leaning at precarious angles, while in the background, distant green hills fade into soft focus under a pale, washed-out sky, reinforcing the isolation.

Magda’s face is a sculpture of agony, her features contorted by extreme expressions of desperation. Her skin, though partially obscured by mud, reveals undertones of fair Polish beauty standards—pale and luminous beneath the grime. The mud clings in thick, heavy layers to her cheekbones and jawline, forming grotesque ridges that distort her facial structure. Her long eyelashes, dark and pronounced against the muddy backdrop, are coated with a thin film of wet earth, yet still manage to catch stray highlights from the ambient light. Her voluminous blonde ponytail hair, thick and cascading down her back, is partially submerged, its strands slicked with mud that clings in heavy ropes, while long bangs frame her forehead like a curtain of damp straw. The contrast between her fair skin and the dark, oily mud creates a visual tension that underscores her struggle.

Magda’s hand, completely covered in mud, emerges from the mire beside her body, its fingers splayed as if clawing for purchase. It is disjoined from her torso, suggesting an unnatural separation or a final, futile gesture. The mud on her hand is thick and textured, with visible layers of sediment that have settled into crevices between her knuckles and fingertips. Her skin beneath the mud appears pale and taut, hinting at the strain of her effort. She is shouting profanities, her mouth open in a silent scream, the tension in her jawline evident even through the grime.

The lighting is soft and diffused, casting gentle shadows that accentuate Magda’s facial contours without creating harsh contrasts. The key light appears to come from above and slightly behind, illuminating the top of her head and shoulders while leaving the front of her face partially in shadow. This creates a dramatic chiaroscuro effect, emphasizing the depth of her struggle. The fill light is even, preventing any areas from becoming completely lost in darkness, while the back light subtly outlines her silhouette against the overcast sky.

The camera perspective is low and intimate, positioned at eye level with Magda’s submerged head, creating an immersive experience that draws the viewer into her predicament. The lens feel is wide-angle, capturing the vastness of the bog while focusing tightly on Magda’s face. The depth of field is shallow, blurring the background hills and reeds to isolate Magda as the central subject. Compositionally, the leading lines of the cracked mud fissures draw the eye toward her, creating a visual hierarchy that places her struggle at the heart of the frame. Negative space surrounds her head, amplifying the sense of isolation and entrapment.

The environment is rendered with meticulous detail: the texture of the mud’s surface, the way it clings to Magda’s skin and hair, the subtle variations in color from dark black to muddy brown. The background elements are softly blurred, ensuring that all attention remains on Magda’s frozen moment of despair. Every element—the cracked earth, the oily sheen, her disjoined hand—contributes to a raw, emotional tableau that feels like a still frame from a high-concept film, capturing the visceral horror and beauty of her struggle in a single, hypnotic instant.


Some more, this time close - ups:

dark wet mud:
dark.jpg

dark thick mud, probably wet too, obviously :D
thick.jpg
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