First GPU pass on the rev-3 depth pipeline surfaced two issues; both fixed
and re-rendered clean:
1. Blown near-field highlights (regression from 018909b). Mapping the
nearest pixel to pure white (nearPlane=nearRaw) made the depth
ControlNet render overexposed near floors/ceilings at strength 0.85.
fpv.js: nearPlane=0 (anchor white at the camera; nearest real surface
≈gray 214, headroom intact) + minSpan 5→8. Re-bake confirms the blown
ceiling is gone while recesses still reach black and geometry holds.
2. Phantom doors on closed walls — a PROMPT problem, not the depth map
(present in old maps too). Opening NOUNS in the positive prompt summon
a passage onto solid stone: threshold's "gatehouse, portcullis,
entrance" painted a gate on a blank wall, and at cfg 1.0 the negative
can't cancel it. bake_atlas.py: THEME_BODY_CLOSED (full theme flavor,
zero opening nouns) for closed facings + opening-nouns negated on
closed facings only. r0_N (threshold) now renders clean ashlar wall.
("Bricked-up archway" backfires — "archway" alone re-summons the arch.)
Also: sweep_strength.py re-exec-under-venv guard (the venv python is a
symlink to the base interpreter, so the realpath check wrongly skipped
the hop and the montage died after every render); now env-sentinel
guarded. Findings in .dev/2026-06-15-diffusion-pipeline-reliability.md.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
6 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.
Still open after iteration 3
- Pick the production strength. Sweep rendered 0.55/0.7/0.85/1.0; 0.85 looks good
on open frames now. Eyeball the full montage for the lowest strength that still
honors geometry (lower = more natural texture). Then set
bake_atlas.py --strength. - Re-bake a full atlas (seed 7) with rev-3 maps + closed-body prompts and montage
vs the old
a12bcbbbake to confirm the end-to-end win across all themes.
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.