# Diffusion pipeline reliability — making the depth ControlNet actually followed **Started:** 2026-06-15 · ongoing (`/loop`) **Problem (user):** "controlnet maps generated are barely followed; images of the dungeons are very hit and miss." ## Root cause found (iteration 1) The FPV depth maps fed to the Z-Image Fun depth ControlNet used only a sliver of the tonal range. Histogram over all 68 baked seed-7 frames: - median dynamic range **193 / 255**, worst frame only **54** - **0/68** frames reached true black (`<32`); the deepest recesses topped out ~mid-gray - only **35/68** reached near-white at the near surfaces Cause in `reikhelm-web/fpv.js`: a fixed `t = dpix / maxView` with `maxView = 12`. The nearest floor sits ~1 cell away (never hit white) and a wall 3 cells ahead landed at mid-gray (never black), so small rooms collapsed into the 160–214 band. Depth ControlNets are trained on full-range MiDaS / depth-anything maps, so a washed-out map gives almost no structural signal → the model freelances. ## Fix shipped — commit `018909b` Two-pass raycast in `computeFPVDepth`: - Pass 1 records each column's wall distance + the frame's true near/far. - Pass 2 maps depth through a **per-frame window**: near → white, deepest visible recess → black, every frame. - Far plane tracks the deepest *real* surface but is clamped to `minSpan` (5 cells) so a shallow dead-end nook is NOT stretched into a fake tunnel — its faced wall stays an honest mid-gray slab (no black recess → no phantom-door bait). - `gamma` 2.0 → 1.5 (normalization now owns the range). `nearPlane`/`minSpan` are opts. **Verified offline** (headless `bakeAtlasDepths(7)`, 68 frames): median range 193 → **255**; near-white frames 35/68 → **68/68**; worst range 54 → 106. Visual before/after (`/tmp/ba.png` during the session): open frames now frame a black passage; closed frames a clean mid-gray wall. ## Next — needs the render workstation (192.168.1.26:8188, was OFFLINE this iteration) The depth signal is now strong, so the old strength is almost certainly wrong. With a weak signal you crank strength to force adherence; a strong signal wants *less*. `bake_atlas.py` defaults `--strength 0.85`. 1. Re-probe the workstation: `python3 tools/comfy-spike/comfy.py probe http://192.168.1.26:8188` (2026-06-15 iter 2: host pings but **port 8188 closed — ComfyUI not running**; needs a manual start on the workstation before any of the below.) 2. **A/B + strength sweep in one run** (tool written & validated; old rev-2 maps persisted to `tools/out/compare/rev2_depths/` so the fix is provable, not just "looks better"): ``` python3 tools/comfy-spike/sweep_strength.py http://192.168.1.26:8188 \ --seed-dir tools/out/atlas/7 --alt-work tools/out/compare/rev2_depths \ --open r8_N --closed r0_N --strengths 0.55,0.7,0.85,1.0 ``` → `tools/out/compare/sweep_.png`: each frame gets a NEW row (full-range maps) and an OLD row (washed-out rev-2) across every strength. Read adherence: does the rendered passage land on the black recess? does the closed wall stay a wall (no phantom door)? Expect NEW ≫ OLD; pick the lowest strength that still honors geometry, update `bake_atlas.py --strength 0.85` default. (Drop `--alt-work` once the win is confirmed.) 3. Then re-bake a full atlas at the chosen strength and spot-check a montage vs the old `acc8137`/`a12bcbb` bakes. ## Iteration 3 — first GPU pass (2026-06-15/16, workstation back up) Ran the A/B + strength sweep (16 renders) and follow-ups. Findings: 1. **Open frames: the rev-3 normalization works.** `r8_N` renders a clean pillared hall with the passage landing exactly on the depth's black recess. NEW ≈ OLD here only because `r8_N` already had structure; the win shows on small-room recesses. 2. **Blown-highlight regression (introduced by rev-3, now FIXED).** Mapping the nearest pixel to pure white (`nearPlane = nearRaw`) made the ControlNet render overexposed near floors/ceilings at strength 0.85. Fix: `nearPlane = 0` (anchor white at the camera, nearest real surface ≈ gray 214) + `minSpan = 8`. Re-baked + re-rendered: blown ceiling gone, geometry adherence intact, recesses still black. 3. **Phantom doors on closed walls = a PROMPT problem, not depth.** Present in OLD maps too. Root cause: opening-NOUNS in the positive prompt. `threshold`'s body ("dungeon gatehouse, iron portcullis, entrance") painted a gate onto a solid wall; at cfg 1.0 the negative can't cancel it. A generic opening-free body ("rough-hewn stone chamber, bare granite walls") renders a clean dead-end. "Bricked-up archway" BACKFIRES — "archway" alone re-summons the arch. → Fix in `bake_atlas.py`: `THEME_BODY_CLOSED` (theme flavor, zero opening nouns) for closed facings + opening-nouns added to the negative on closed facings only. **Tooling fixes:** `sweep_strength.py` re-exec-under-venv guard (the venv's python is a symlink to the base interpreter, so the realpath check wrongly skipped the hop — now an env-sentinel guard); montage now succeeds in one invocation. ### Iteration 3 end-to-end result — VALIDATED ✅ Full seed-7 re-bake (67/68; one transient ComfyUI miss, re-rendered) through rev-3 maps + closed-body prompts. Old-vs-new montage (`tools/out/compare/`): - **r0_N (threshold, closed):** OLD painted a grand gateway + portcullis on a solid wall; NEW renders a clean ashlar wall with torches. Phantom door gone. - **r16_E (throne, closed):** clean wall with banners/columns — theme flavor survives with zero opening nouns. Generalizes past threshold. - **r16_N (throne, open) / r8_N (hall, open):** rich themed scenes, passage exactly on the depth recess. Forge lava / crypt sarcophagi / library shelves / den all good. - Strength **0.85 kept** — honors geometry without stiffness on the high-contrast maps. ### Campaign upgrade (in progress) DESCENT loads these atlases directly (`game.js setFrame /out/atlas//r_.png`). Campaign = seeds **7, 69, 59** (`game-web/game.js CAMPAIGN`), all previously baked at the broken rev-2 (`a12bcbb`). Seed 7 done. Re-baking 69 + 59 through rev-3 (depths re-exported headless, old frames backed up to `compare/old_bake_/`). ## Iteration 4 — QA sweep + strength tune (2026-06-16) Systematic QA of all 208 baked campaign frames (not just spot-checks): - **Closed walls (83): zero phantom doors.** Ranked every closed frame by center-vs-flanking-wall darkness; even the worst (r6_W forge, r11_E crypt, r0_W den) are genuine solid walls — the dark center is lighting falloff / a real stone mass, not a recess. The closed-body prompt fix holds campaign-wide. - **Open frames (125): median 0.18%% blown.** Low-contrast flags were false positives (atmospheric dark throne halls). One real pattern: deep-corridor frames — mostly **crypt** — blew out a white ceiling band at the top edge (r9_N 27.7%%, r13_N 21%%, r11_N 18%%). - **Root cause + fix:** the depth's near-ceiling top edge is gray ~209 (bright); at strength 0.85 the ControlNet forced it to overexposed white, amplified by crypt's "pale light". GPU A/B on r9_N: **strength 0.70 → 0.0%% blown** (vs 27.7%% at 0.85) with geometry intact; de-paling the prompt did nothing (cfg-1 negatives inert). Verified r0_N closed wall stays solid at 0.70 → one global strength is safe. **Set `bake_atlas.py --strength 0.85 → 0.70` (commit b661989).** Campaign re-baked at 0.70; 0.85 frames archived under `tools/out/compare/str85_/`. ### Optional later - The single-frame retry-on-empty in bake_atlas would avoid the occasional ComfyUI miss. ## Open levers if still hit-and-miss after strength tuning - `nearPlane`/`minSpan`/`gamma` are now tunable per-export — A/B if near surfaces read too blown-out (the AFTER maps are ~47% near-white; may want a slightly deeper nearPlane to retain near-field texture). - Subtle masonry-block relief on closed-wall slices so flat walls render as detailed stone (offline-buildable, but verify on GPU it doesn't read as structure). - Strength `start_percent`/`end_percent` scheduling (currently 0→1 full) — easing control off in late steps frees texture while locking composition.