A janky implementation of Sonar sampling (momentum-based sampling) for ComfyUI as well as an assortment of advanced noise tools.
Disclaimer: It's very likely stuff like implementation and inputs to nodes will still be changing fairly frequently. In other words, don't depend on reproduceable generations with this unless you're willing to keep track of the git revision something was generated with.
Momentum based sampling currently supports Euler, Euler Ancestral, and DPM++ SDE sampling.
See the ChangeLog for recent user-visible changes.
This started out as an implementation of Sonar sampling and has evolved into something more like a noise toybox.
Please note that while a lot of the nodes in here have a Sonar
prefix, that doesn't indicate a relation with
the original Sonar sampling implementation. Why is there random noise stuff in this repo? Mainly because it gets
very awkward having node collections depending on other node collections.
Keep reading below this section for information on Sonar sampling and associated nodes.
For information on the advanced noise tools which include many different noise types, nodes to schedule, composite and otherwise manipulate noise see:
- Base Noise Types - examples and descriptions of the base noise types.
- Advanced Power Noise - examples and descriptions of the advanced power noise node.
- Advanced Noise Nodes - examples and descriptions of advanced noise nodes (schedule, composite, etc).
- FreeU Extreme - a build your own FreeU kit that allows advanced filtering, blending, scheduling of effects as well as targetting input and middle blocks.
See https://github.com/Kahsolt/stable-diffusion-webui-sonar for a more in-depth explanation.
The direction
parameter should (unless I screwed it up) work like setting sign to positive or negative: 1.0
is positive, -1.0
is negative. You can also potentially play with fractional values.
Like the original documentation says, you normally would not want to set momentum
to a value below 0.85
. The default values are considered reasonable, doing stuff like using a negative direction may not produce good results.
The most flexible way to use this is with a custom sampler:
You can also just choose sonar_euler
, sonar_euler_ancestral
or sonar_dpmpp_sde
from the normal samplers list (will use the default settings). I personally recommend using the custom sampler approach and the ancestral version.
Custom sampler node that combines Euler sampling and momentum and optionally guidance. A bit boring compared to the ancestral version but it has predictability going for it. You can possibly try setting init type to RAND
and using different noise types, however this sampler seems very sensitive to that init type. You may want to set direction to a very low value like 0.05
or -0.15
when using the RAND
init type. Setting momentum=1
is the same as disabling momentum, so this sampler with momentum=1
is basically the same as the basic euler
sampler.
Ancestral version of the above. Same features, just with ancestral Euler.
Attempt to add momentum and guidance to the DPM++ SDE sampler. It may not work correctly but you can sample stuff with it and get interesting results. I actually really like this one, and you can get away with more extreme stuff like green_test
noise and still produce reasonable results. You may want to use the BlehDiscardPenultimateSigma
node from my ComfyUI-bleh collection if you find the result seems a bit washed out and blurry.
You can optionally plug this into the Sonar sampler nodes. See the Guidance section below.
Very abbreviated section. The init type can make a big difference. If you use RANDOM
you can get away with setting direction
to high values (like up to 2.25
or so) and absurdly low values (like -30.0
). It's also possible to set momentum
and momentum_hist
to negative values, although whether it's a good idea...
You can try the SamplerSonarNaive
sampler which has an optional latent input. The guidance probably isn't working correctly and the implementation definitely isn't exactly the same as the original A1111 version but it still might be fun to play with. The linear
guidance type is a lot more sensitive to the guidance_factor
than the euler
type. For euler
, reasonable values are around 0.01
to 0.1
, for linear
reasonable values are more like 0.001
to 0.02
. It is also possible to set guidance factor to a negative value, I've found this results in high contrast and very vivid colors.
It is possible to set the start and end steps guidance is activate. Rather than setting a low guidance and using it for the whole generation, it's also possible to set high guidance and end it after a relatively low number of steps.
Without guidance it should basically work the same as the ancestral Euler version. There are some example images in the Examples section below.
Note: The reference latent needs to be the same size as the one being sampled. Also note that step numbers in the step range are 1-based and inclusive, so 1 is the first step.
See Base Noise Types for examples.
The sampler and NoisyLatentLike
nodes now take an optional SonarCustomNoise
input.
Note: If you connect the optional SonarCustomNoise
node to a Sonar sampler, the NoisyLatentLike
node or the SamplerConfigOverride
node, it will override the noise type selected in the node.
You'll get some bonus features if you have some other node collections installed:
If you have a recent enough version of ComfyUI_restart_sampling
installed, you'll also get the KRestartSamplerCustomNoise
node which is exactly the same as KRestartSamplerCustom
except for adding an optional custom noise input.
See the restart sampling repo for more information: https://github.com/ssitu/ComfyUI_restart_sampling
As above, except this is the custom sampler version.
I also have some other ComfyUI nodes here: https://github.com/blepping/ComfyUI-bleh/
Original Sonar Sampler implementation (for A1111): https://github.com/Kahsolt/stable-diffusion-webui-sonar
My version was initially based on this Sonar sampler implementation for Diffusers: https://github.com/alexblattner/modified-euler-samplers-for-sonar-diffusers/
- Many noise generation functions copied from https://github.com/Clybius/ComfyUI-Extra-Samplers with only minor modifications. I may have broken some of them in the process or they may not have been suitable for use and I took them anyway. If they don't work it is not a reflection on the original source.
- New pyramid noise based on implementation in Jonathan Whitaker's article on multi-resolution noise.
- Original
SonarPowerNoise
contributed by elias-gaeros. Additionally, he provided a lot of guidance with refactoring it to allow separate filtering and other enhancements and answered a multitude of dumb questions. To say those changes are only co-authored is probably giving myself too much credit. Thank you! Your patience and help is very much appreciated. - New 1/f (onef) and power law (white, grey, violet, velvet) noise types referenced from https://github.com/WASasquatch/PowerNoiseSuite
- The noise types might not actually do what they claim. In that, I mean something I called "pink" noise might not be what is technically known as "pink noise". My implementations are best-effort. Bug reports and contributions to improve this repo are always welcome!
- Whether noise gets generated on GPU or CPU is probably inconsistent. This means changing GPU types may change seeds, also when this eventually gets fixed it will probably also change seeds.
Unfortunately, right now these examples are somewhat incomplete and out of date. I hope to update them when I get the time.
Expand guidance example images
Using the linear
guidance type and guidance_factor=0.02
. The reference image was a red and blue checkboard pattern.
Using the linear
guidance type and guidance_factor=-0.015
. The reference image was a red and blue checkboard pattern.
See: