8.1 KiB
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). gamma2.0 → 1.5 (normalization now owns the range).nearPlane/minSpanare 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.
- 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.) - 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 0.55,0.7,0.85,1.0tools/out/compare/sweep_<run>.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, updatebake_atlas.py --strength 0.85default. (Drop--alt-workonce the win is confirmed.) - Then re-bake a full atlas at the chosen strength and spot-check a montage vs the
old
acc8137/a12bcbbbakes.
Iteration 3 — first GPU pass (2026-06-15/16, workstation back up)
Ran the A/B + strength sweep (16 renders) and follow-ups. Findings:
- Open frames: the rev-3 normalization works.
r8_Nrenders a clean pillared hall with the passage landing exactly on the depth's black recess. NEW ≈ OLD here only becauser8_Nalready had structure; the win shows on small-room recesses. - 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. - 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 inbake_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/<seed>/r<room>_<dir>.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_<seed>/).
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(commitb661989). Campaign re-baked at 0.70; 0.85 frames archived undertools/out/compare/str85_<seed>/.
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/gammaare 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_percentscheduling (currently 0→1 full) — easing control off in late steps frees texture while locking composition.