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13 changed files with 7419 additions and 2340 deletions
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@@ -35,27 +35,30 @@
- `Dumas H3 Long Videos` - `Dumas H3 Long Videos`
- Inputs/outputs: the current upstream `MiniMax-H3-Longvideos` sampler surface, exposed under the existing `DumasH3LongVideos` key for saved Dumas workflows. - Inputs/outputs: the current upstream `MiniMax-H3-Longvideos` sampler surface, exposed under the existing `DumasH3LongVideos` key for saved Dumas workflows.
- The local Dumas prompt-engineering fork has been removed from this node. Long Videos now wraps the upstream sampler/engine directly so it can track the source project again. - The local Dumas prompt-engineering fork has been removed from this node. Long Videos now wraps the upstream sampler/engine/runtime/audio/conditioning/shot-plan modules directly so it can track the source project again.
- Upstream compatibility keys `H3LongVideos`, `H3LongVideosFL2VA`, `H3LongVideosV1`, and `H3LongVideosREF2VA` are also registered to the same class. - Upstream compatibility keys `H3LongVideos`, `H3LongVideosFL2VA`, `H3LongVideosV1`, and `H3LongVideosREF2VA` are also registered to the same class.
- The old Dumas browser widget grouping script is disabled for this node because it targeted controls that no longer exist on the upstream sampler. - The old Dumas browser widget grouping script is disabled for this node because it targeted controls that no longer exist on the upstream sampler.
- `handoff_frames` extends the upstream last-frame handoff: `1` keeps the current single keyframe behavior; higher values keep that final-frame keyframe and add earlier tail frames from the previous shot as claimed reference context for the next beat.
- Upstream license text is included in [`H3_LONGVIDEOS_UPSTREAM_LICENSE.txt`](./H3_LONGVIDEOS_UPSTREAM_LICENSE.txt). - Upstream license text is included in [`H3_LONGVIDEOS_UPSTREAM_LICENSE.txt`](./H3_LONGVIDEOS_UPSTREAM_LICENSE.txt).
- `Dumas H3 Latent Upscale Params` - `Dumas H3 Latent Upscale Params`
- Inputs: `mode`, `model_name`, `method`, `width`, `height`, `device`, `precision`, `sampler_name`, `scheduler`, `steps`, `denoise`, `megapixels`, `tile_width`, `tile_height`, `overlap`, `fade_width`, `fade_height`, `overlap_mode`, `overlap_blend`, `tile_size_mode`, `grid_rows`, `grid_cols`, `spatial_w_overlap`, `spatial_h_overlap`, `min_tile_size`, `masked_area_noise`, `brightness_match`, `dynamic_fade`, `dynamic_fade_min`, `chunk_length`, `temporal_overlap`, `resize_conditioning`, `anchor_strength` - Inputs: `mode`, `model_name`, `method`, `width`, `height`, `device`, `precision`, `sampler_name`, `scheduler`, `steps`, `denoise`, `megapixels`, `tile_width`, `tile_height`, `overlap`, `fade_width`, `fade_height`, `overlap_mode`, `overlap_blend`, `tile_size_mode`, `grid_rows`, `grid_cols`, `spatial_w_overlap`, `spatial_h_overlap`, `min_tile_size`, `masked_area_noise`, `brightness_match`, `dynamic_fade`, `dynamic_fade_min`, `chunk_length`, `temporal_overlap`, `resize_conditioning`, `anchor_strength`
- Output: `latent_upscale_param` - Output: `latent_upscale_param`
- Bundles the optional latent-space upscaler settings used by `Dumas H3 Long Videos` before decode, so the main node can rebuild conditioning at the target size and run a short refinement pass with your chosen sampler, scheduler, step count, denoise, and the full upstream spatial split controls. - Legacy helper from the abandoned Dumas Long Videos fork. The current upstream-backed `Dumas H3 Long Videos` node does not consume this socket; it uses the upstream latent-upscale controls on the Long Videos node itself.
- `Dumas H3 Beat Prompt` - `Dumas H3 Beat Prompt`
- Inputs: authored through the custom front-end beat editor - Inputs: authored through the custom front-end beat editor
- Output: `prompt` - Output: `prompt`
- Builds one H3 prompt block per beat, with quick controls for per-shot timing, continuity, ref behavior, anchor additions, soundscape, and music while staying compatible with direct text editing. - Builds an upstream-compatible Long Videos prompt: optional scene paragraph, optional character sheet, then one blank-line-separated textbox per beat.
- Per-beat helpers only emit upstream-supported state directives: `remove:` / `removed:` / `off:` and `add:` / `wear:` / `wearing:`.
- Old Dumas-only beat directives such as `seconds:`, `continuity:`, `ref_mode:`, `ref_noise_aug:`, `anchor_add:`, `soundscape:`, and `music:` are stripped from the generated prompt so they are not sent to the upstream node as visible text.
- `Dumas H3 Prompt Curator` - `Dumas H3 Prompt Curator`
- Inputs: `action_prompt`, `anatomy_guard`, `subject_count_guard`, optional `anchor`, optional `soundscape`, optional `bgm`, optional `ref_1` through `ref_9` - Inputs: `action_prompt`, `anatomy_guard`, `subject_count_guard`, optional `anchor`, optional `soundscape`, optional `bgm`, optional `ref_1` through `ref_9`
- Outputs: `prompt`, `ref_image_1` through `ref_image_9`, `reference_count`, `debug`, `anchor`, `sounds`, `bgm`, `original_ref_1` through `original_ref_9`, `compiled_ref_description_1` through `compiled_ref_description_9` - Outputs: `prompt`, `ref_image_1` through `ref_image_9`, `reference_count`, `debug`, `anchor`, `sounds`, `bgm`, `original_ref_1` through `original_ref_9`, `compiled_ref_description_1` through `compiled_ref_description_9`
- Builds one standalone MiniMax H3 prompt from your final action text plus structured character/location references. - Builds one standalone MiniMax H3 prompt from your final action text plus structured character/location references.
- The action text can mention references by character/location name, alias, `<Picture N>`, or `<refN>`. Only mentioned references are emitted, and the output images are compacted/renumbered so skipped inputs do not leave gaps. - The action text can mention references by character/location name, alias, `<Picture N>`, or `<refN>`. Only mentioned references are emitted, and the output images are compacted/renumbered so skipped inputs do not leave gaps.
- Extra component outputs expose the cleaned anchor, sounds, BGM, and each selected original reference image plus its compiled reference description in compacted order. - Extra component outputs expose the cleaned anchor, sounds, BGM, and each connected input reference image plus its compiled reference description in original socket order. These inspection/reuse outputs are not trimmed by the action text; only the final prompt and `ref_image_*` H3 reference outputs are trimmed.
- Adds curated reference context, anatomy guard text, optional subject-count guard text, anchor/style text, `overall_soundscape:` text, and `background_music:` text while respecting MiniMax H3's reference-generation shape: one prompt plus up to nine reference images. - Adds curated reference context, anatomy guard text, optional subject-count guard text, anchor/style text, `overall_soundscape:` text, and `background_music:` text while respecting MiniMax H3's reference-generation shape: one prompt plus up to nine reference images.
- `Dumas H3 Shot Length` - `Dumas H3 Shot Length`
@@ -263,7 +266,7 @@ decr -> use index - 1
`Dumas H3 Plan Attach Scene Images` and `Dumas H3 Plan Extract Scene Images` are a companion pair for `ComfyUI-MiniMaxH3-Contex-Loop` and the local `ref2v` lane. The upstream H3 plan node cannot dynamically grow nine new image sockets for every JSON-defined scene, so Dumas stores scene image bindings beside the plan using a lightweight token and an in-memory registry. That keeps `plan.json` archiving intact while still letting you wire up nine IMAGE sockets per scene through chained helper nodes. `Dumas H3 Plan Attach Scene Images` and `Dumas H3 Plan Extract Scene Images` are a companion pair for `ComfyUI-MiniMaxH3-Contex-Loop` and the local `ref2v` lane. The upstream H3 plan node cannot dynamically grow nine new image sockets for every JSON-defined scene, so Dumas stores scene image bindings beside the plan using a lightweight token and an in-memory registry. That keeps `plan.json` archiving intact while still letting you wire up nine IMAGE sockets per scene through chained helper nodes.
`Dumas Character Helper` is the restored two-image/text helper for general H3 workflows, and `Dumas Location Helper` mirrors it for scene/environment references. Both helpers also emit structured `REFERENCE` sockets for the curator. The structured `Dumas Character Reference` and `Dumas Location Reference` nodes remain available separately for workflows that want a single `REFERENCE` socket. `Dumas H3 Prompt Curator` consumes those structured references plus optional anchor, soundscape, and BGM strings, assigns the final `<Picture N>` numbering, and outputs only the compacted images the prompt actually mentions. `Dumas Character Helper` is the restored two-image/text helper for general H3 workflows, and `Dumas Location Helper` mirrors it for scene/environment references. Both helpers also emit structured `REFERENCE` sockets for the curator. The structured `Dumas Character Reference` and `Dumas Location Reference` nodes remain available separately for workflows that want a single `REFERENCE` socket. `Dumas H3 Prompt Curator` consumes those structured references plus optional anchor, soundscape, and BGM strings, assigns the final `<Picture N>` numbering, and outputs compacted `ref_image_*` sockets for only the references the prompt actually mentions. Its `original_ref_*` and `compiled_ref_description_*` outputs mirror the connected input sockets for reuse/debugging even when a reference is not mentioned in the final prompt.
`Dumas Strip Iteration Suffix` keeps the part before the first underscore and drops the rest. Names like `char123_pose_final.png` become `char123.png`, while names with no underscore such as `char123.png` are left untouched. `Dumas Strip Iteration Suffix` keeps the part before the first underscore and drops the rest. Names like `char123_pose_final.png` become `char123.png`, while names with no underscore such as `char123.png` are left untouched.
+55 -8
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@@ -2,11 +2,46 @@ import json
_DEFAULT_BEAT = "Describe this beat." _DEFAULT_BEAT = "Describe this beat."
_DEFAULT_STATE = {"beats": [{"text": _DEFAULT_BEAT}]} _DEFAULT_STATE = {"scene": "", "character_sheet": "", "beats": [{"text": _DEFAULT_BEAT}]}
_LEGACY_DIRECTIVE_PREFIXES = (
"seconds",
"duration",
"continuity",
"ref_mode",
"ref_noise_aug",
"anchor_add",
"overall_soundscape",
"soundscape",
"non_diegetic_music",
"music",
"wardrobe",
"enter",
"exit",
)
def _clone_default_state(): def _clone_default_state():
return {"beats": [{"text": _DEFAULT_BEAT}]} return {
"scene": "",
"character_sheet": "",
"beats": [{"text": _DEFAULT_BEAT}],
}
def _strip_legacy_directives(text):
"""Remove directives from the abandoned Dumas Long Videos fork.
The upstream Long Videos node sends unknown field labels to the model as text,
so this builder strips the old managed controls rather than emitting prompts
that ask H3 to draw labels such as "seconds:" or "music:" in the frame.
"""
kept = []
for line in str(text or "").splitlines():
lowered = line.strip().lower()
if any(lowered.startswith(f"{name}:") for name in _LEGACY_DIRECTIVE_PREFIXES):
continue
kept.append(line)
return "\n".join(kept).strip()
def _parse_beat_prompt_state(value): def _parse_beat_prompt_state(value):
@@ -21,6 +56,8 @@ def _parse_beat_prompt_state(value):
except Exception: except Exception:
return _clone_default_state() return _clone_default_state()
scene = str(raw.get("scene") or "")
character_sheet = str(raw.get("character_sheet") or "")
beats = [] beats = []
for item in list(raw.get("beats") or []): for item in list(raw.get("beats") or []):
if isinstance(item, dict): if isinstance(item, dict):
@@ -30,15 +67,25 @@ def _parse_beat_prompt_state(value):
beats.append({"text": text}) beats.append({"text": text})
if not beats: if not beats:
return _clone_default_state() beats = [{"text": _DEFAULT_BEAT}]
return {"beats": beats} return {
"scene": scene,
"character_sheet": character_sheet,
"beats": beats,
}
def _assemble_beat_prompt(state): def _assemble_beat_prompt(state):
parsed = _parse_beat_prompt_state(state) parsed = _parse_beat_prompt_state(state)
chunks = [] chunks = []
scene = str(parsed.get("scene") or "").strip()
if scene:
chunks.append(scene)
character_sheet = str(parsed.get("character_sheet") or "").strip()
if character_sheet:
chunks.append(character_sheet)
for beat in parsed["beats"]: for beat in parsed["beats"]:
text = str(beat.get("text") or "").strip() text = _strip_legacy_directives(beat.get("text") or "")
if text: if text:
chunks.append(text) chunks.append(text)
return "\n\n".join(chunks) return "\n\n".join(chunks)
@@ -46,9 +93,9 @@ def _assemble_beat_prompt(state):
class DumasH3BeatPromptNode: class DumasH3BeatPromptNode:
DESCRIPTION = ( DESCRIPTION = (
"Build a MiniMax H3 prompt from one textbox per beat, with a front-end beat " "Build an upstream MiniMax H3 Long Videos prompt: optional scene paragraph, "
"editor that can append directive examples and expose per-shot controls for " "optional character sheet, then one blank-line-separated textbox per beat. "
"timing, continuity, ref behavior, anchor additions, soundscape, and music." "Per-beat helpers only emit directives the upstream node understands."
) )
RETURN_TYPES = ("STRING",) RETURN_TYPES = ("STRING",)
RETURN_NAMES = ("prompt",) RETURN_NAMES = ("prompt",)
+319
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@@ -0,0 +1,319 @@
# H3-LongVideos -- https://github.com/Smite79/MiniMax-H3-LongVideos
# Copyright (c) 2026 Smite79. All rights reserved.
# Redistribution, in whole or in part, requires written permission.
# This notice may not be removed or altered. See LICENSE.
"""Audio policy shared by conditioning and soundtrack assembly."""
from dataclasses import dataclass
import torch
import comfy.nested_tensor
from h3_runtime import temporal_shape
@dataclass(frozen=True)
class ShotAudio:
speech: bool
sounded: bool
voiced_only: bool
silence_enabled: bool
lead_seconds: float
latent_fps: int
# The tail. Everything after the line's expected end is pinned the way the lead
# pins everything before its start. All three default off, so a ShotAudio built
# the old way -- six positional arguments -- behaves exactly the old way.
line_seconds: float = 0.0 # planner's estimate of the spoken line
tail_seconds: float = 0.0 # free audio kept after that estimate; 0 = no tail pin
frame_count: int = 0 # the shot in pixel frames; the audio T comes from it
@property
def pinned(self):
return self.silence_enabled and not self.speech and not self.sounded
@property
def lead_frames(self):
if not self.speech or self.lead_seconds <= 0:
return 0
return round(self.lead_seconds * self.latent_fps)
@property
def tail_frames(self):
"""Audio latent frames pinned at the END of a dialogue shot.
The lead pins the opening so the line cannot start early; nothing pinned the
close, and a 2s line in a 9s shot left 7s of open branch in a shot the model
knows has a voice in it -- which is where speech carries on past the line, or
doubles it. The free span is lead + the line's estimate + tail_seconds; the
rest is held at encoded silence. The model chooses WHEN to speak, so the
margin is the author's dial: a clipped word costs more than a second of babble.
Off unless the shot speaks, the margin is set, and at least half a second would
be pinned -- a sliver is not worth the risk of clipping."""
if (not self.speech or self.tail_seconds <= 0 or self.line_seconds <= 0
or self.frame_count <= 0):
return 0
total = temporal_shape(self.frame_count)[2]
free = self.lead_frames + round((self.line_seconds + self.tail_seconds) * self.latent_fps)
tail = total - free
return tail if tail >= round(0.5 * self.latent_fps) else 0
_SILENT_UNIT = {"lat": None, "key": None}
# ---------------------------------------------------------------------------
# NOTHING HERE IS SYNTHESISED ANY MORE. Removed on the report: "Just get rid of
# the ambient sounds all together. They sound horrid. Go back to the model's
# natural audio."
#
# What was here built the soundtrack's non-vocal half out of shaped noise: a room
# tone from the scene's own wording (synth_ambient, over a table of recipes, with
# plain_bed under it as a floor) and 21 foley recipes laid into the shots whose
# audio branch is pinned to silence (foley_for, over _hits/_band/_room and later
# _contact/_flow/_creak, timed off the picture's own movement for footsteps).
#
# It went in because a shot pinned to silence cannot get audio from the model at
# all -- prompt text never opens a branch -- so auto_sound was writing sounds into
# prompts that could not make them. That reasoning was sound and the thing it built
# still did not pass: reported first as footsteps sounding like heartbeats and a
# bathroom that tapped, and then, once both of those measured clean, as horrid
# anyway. Synthesis that measures right and sounds wrong is the end of that road.
#
# So the audio is the model's, whole. H3 is a joint model and the audio branch is
# where its sound comes from; the prompt still describes what a shot sounds like,
# which is the half that was always doing the real work.
#
# The consequence, which is real and is reported in info rather than left to be
# discovered: a shot with no line and no sound you wrote is pinned to silence and
# is now SILENT. The pin is not a bug and is deliberately untouched -- it is what
# stops a free branch filling itself with babble and a face lip-syncing to it.
# Write the sound into the beat to open the branch on purpose, or wire a recording
# to ambient_audio, which is played under the finished track and conditions
# nothing. mix_ambient below is that path, and it is all that is left here.
# ---------------------------------------------------------------------------
def _seamless_loop(x, n, sr):
"""[C, M] -> [C, n], looped with a crossfade so the join does not click.
Plain tiling puts a discontinuity at every repeat, once per loop length. In a
bed that is meant to sit under everything unnoticed, a regular click is the one
thing that gets noticed -- the same objection that made the silence latent
ping-pong its interior rather than tile it. Here the material is real audio
being PLAYED rather than a latent being conditioned on, so it cannot be
reversed: a room tone read backwards is fine, but footsteps are not. Crossfade
instead, which works on both."""
m = int(x.shape[-1])
if m <= 0:
return None
if m >= n:
return x[..., :n]
fade = min(int(0.25 * sr), m // 4)
if fade < 1:
reps = -(-n // m)
return x.repeat(1, reps)[..., :n]
# OVERLAP-ADD the tail onto the head, and shorten the unit by the overlap. The
# unit then runs x[m-fade] .. x[m-fade-1], so tiling it steps between samples
# that were adjacent in the source and there is no discontinuity anywhere.
#
# Measured, because the obvious construction is wrong: appending the crossfade
# to the END of a full-length unit leaves it finishing on x[fade-1] while the
# next repeat starts on x[0], which are not adjacent -- a 2s tone that does not
# divide evenly gave a 64x jump at the join, worse than plain tiling's 41x.
t = torch.linspace(0.0, 1.0, fade, dtype=x.dtype, device=x.device)
head = x[..., :fade] * t + x[..., m - fade:] * (1.0 - t)
unit = torch.cat([head, x[..., fade:m - fade]], dim=-1)
if int(unit.shape[-1]) < 1:
reps = -(-n // m)
return x.repeat(1, reps)[..., :n]
reps = -(-n // int(unit.shape[-1]))
return unit.repeat(1, reps)[..., :n]
def mix_ambient(audio, sr, bed, level):
"""Lay an ambient bed UNDER a finished soundtrack. -> (waveform, note).
The bed is PLAYED, not conditioned on: it is the file, at the level asked for,
under whatever the model generated. That is the whole reason to do it here
rather than in the sampler -- ambience needs no cooperation from a joint model,
has nothing to lip-sync to, and so cannot put a voice in a wordless shot. The
conditioning path can only steer the branch toward something bed-LIKE, and on a
shot with a line it competes with the line.
Defensive throughout, like the silence latent: any failure returns the audio
untouched with a note saying so, because a bed is a nicety and a render is not.
"""
try:
if audio is None or bed is None or float(level or 0.0) <= 0.0:
return audio, ""
w = bed.get("waveform") if isinstance(bed, dict) else None
if w is None or not int(getattr(w, "ndim", 0)):
return audio, ("ambient_audio is wired but carries no waveform, so nothing "
"was laid under the soundtrack")
w = w[0] if w.dim() == 3 else w # [B, C, M] -> [C, M]
if w.dim() != 2 or w.shape[-1] < 2:
return audio, ("ambient_audio is too short to loop, so nothing was laid "
"under the soundtrack")
w = w.detach().to(dtype=audio.dtype, device=audio.device)
b_sr = int((bed.get("sample_rate") if isinstance(bed, dict) else 0) or 0)
# RESAMPLE, or the bed plays at the wrong speed and pitch. Linear is coarse
# for music and inaudible on a room tone, which is what this input is for.
resampled = ""
if b_sr > 0 and b_sr != int(sr):
want = max(2, int(round(w.shape[-1] * float(sr) / float(b_sr))))
w = torch.nn.functional.interpolate(
w.unsqueeze(0), size=want, mode="linear", align_corners=False)[0]
resampled = f", resampled from {b_sr} Hz"
ch = int(audio.shape[1])
if int(w.shape[0]) != ch:
w = (w.mean(dim=0, keepdim=True).repeat(ch, 1) if int(w.shape[0]) > ch
else w[:1].repeat(ch, 1))
n = int(audio.shape[-1])
loop = _seamless_loop(w, n, int(sr))
if loop is None:
return audio, ""
out = audio + loop.unsqueeze(0) * float(level)
# NORMALISE rather than clip. Clipping a bed that pushed a loud line over
# the top distorts the LINE, which is the thing worth keeping.
peak = float(out.abs().max())
gain = ""
if peak > 1.0:
out = out / peak
gain = f", and the mix was scaled by {1.0 / peak:.2f} to stop it clipping"
secs = w.shape[-1] / float(sr)
return out, (f"an ambient bed was laid under the whole soundtrack at level "
f"{float(level):.2f} -- {secs:.1f}s of audio{resampled}, looped "
f"with a crossfade so the join does not click{gain}. It is your "
f"file, played under what the model generated: it conditions "
f"nothing, so it cannot put a voice in a wordless shot the way "
f"an inferred bed did. Shots pinned to silence keep their silent "
f"conditioning and get the bed on top, which is what makes a "
f"wordless shot sound like a room instead of a mute")
except Exception as exc:
return audio, (f"the ambient bed could not be mixed ({type(exc).__name__}), so "
f"the soundtrack is unchanged")
_SILENCE_STATUS = {"asked": 0, "applied": 0, "why": ""}
_SILENT_SECONDS = 2
_SILENT_EDGE = 4
def _silent_audio_latent(audio_vae, frame_count, fps):
"""A keyframe audio latent of actual SILENCE, or None if it cannot be made.
H3 is a JOINT model: the mouth follows the audio branch. On a shot with no
scripted line the branch is otherwise unconditioned, and an unconditioned audio
branch invents a voice -- which the picture then lip-syncs to. The lips-closed
sentence is arguing with a stream that has already decided someone is talking.
REBUILT 2026-09-05, from measurements against the real VAE rather than from
reasoning. The previous version encoded one second, kept a SINGLE interior
frame and repeated it, on the argument that silence is homogeneous. It is not,
in latent space: encoded silence has genuine frame-to-frame variation (delta
mean 0.002-0.004, max 0.021), and a repeated frame has a delta of exactly
0.000000. That is a flat signal no encoder produces, and a model handed
conditioning outside its own distribution has every reason to disregard it --
which is an audio branch back to inventing a voice, with the report saying
silence went on.
The fix that version was avoiding is real too: tiling the whole encoded second
end to end leaves a 25x spike at each join (0.554 against 0.022), once per
second, which is a metronome in the conditioning of a joint model.
So: encode two seconds, drop the padded ends, and PING-PONG the interior --
forward, reversed, forward. Every join repeats a frame, so there is no seam,
and the interior statistics are the encoder's own. Measured over a 9s shot:
one frame repeated peak 0.000686 delta mean 0.000000 max 0.000000
whole 2s tiled peak 0.000314 delta mean 0.017451 max 0.554715
interior ping-pong peak 0.000566 delta mean 0.002039 max 0.021159
where the encoder's own interior is mean 0.0021, max 0.0212. Decoded peak
0.000566 on a +/-1.0 scale is about -65 dBFS: silence.
Everything here stays defensive. Shapes are CHECKED against what the layout
expects rather than assumed, and any failure returns None so the shot falls
back to an unconditioned branch instead of breaking the render -- the caller
reports when that happens, so it is no longer a silent failure.
"""
try:
sr = int(getattr(audio_vae, "audio_sample_rate", 0) or 0)
if sr <= 0:
return None
_, _, want_t = temporal_shape(frame_count, fps)
if want_t <= 0:
return None
key = (id(audio_vae), sr)
block = _SILENT_UNIT.get("lat") if _SILENT_UNIT.get("key") == key else None
if block is None:
# CHANNELS LAST. comfy.sd.VAE.encode() does `pixel_samples.movedim(-1, 1)`
# before handing off, so the audio VAE -- which wants [B, 2, L] -- must be
# given [B, L, 2]. Passing [B, 2, L] raises inside the encoder, and an
# early version did exactly that: swallowed by the guard below, so the
# whole layer silently did nothing.
#
# Two seconds, encoded ONCE and cached. Encoding a full 15s shot instead
# cost a VAE pass big enough to OOM mid-render on a 16GB card, where the
# failure again degraded silently to no conditioning at all.
enc = audio_vae.encode(torch.zeros((1, sr * _SILENT_SECONDS, 2)))
if enc is None or enc.dim() != 4 or enc.shape[1] != 32:
return None
if enc.shape[-1] <= 2 * _SILENT_EDGE + 1:
return None
block = enc[..., _SILENT_EDGE:-_SILENT_EDGE].detach().to("cpu").clone()
_SILENT_UNIT["lat"] = block
_SILENT_UNIT["key"] = key
n = block.shape[-1]
if n < 1:
return None
# Forward, reversed, forward... Each join repeats a frame, so the seam that
# plain tiling leaves is gone while the interior variation is the encoder's.
pieces, have, i = [], 0, 0
while have < want_t:
piece = block if i % 2 == 0 else torch.flip(block, dims=[-1])
pieces.append(piece)
have += n
i += 1
out = torch.cat(pieces, dim=-1)[..., :want_t].clone()
if out.shape[-1] != want_t:
return None
return out
except Exception:
return None # never fail a render for a nicety
def _pin_audio_silence(latent, silence, lead_frames=None, tail_frames=0):
"""Start target audio at encoded silence and preserve the requested span(s).
lead_frames None pins the whole shot. Otherwise the first lead_frames and the
last tail_frames are held at silence and the span between is left to the model
-- that is where the line goes. The tail is clipped to what the lead leaves, so
the two can never overlap. Nothing pinned at all is a no-op, reported as False
so the caller does not count it as applied."""
try:
video, audio = latent["samples"].unbind()
silence = silence.to(device=audio.device, dtype=audio.dtype)
if silence.shape != audio.shape:
return False
audio_mask = torch.ones_like(audio[:, :1])
if lead_frames is None:
audio_mask.zero_()
else:
t = audio.shape[-1]
n = min(t, max(0, int(lead_frames)))
m = min(t - n, max(0, int(tail_frames or 0)))
if n <= 0 and m <= 0:
return False
if n > 0:
audio_mask[..., :n] = 0
if m > 0:
audio_mask[..., t - m:] = 0
latent["samples"] = comfy.nested_tensor.NestedTensor((video, silence))
latent["noise_mask"] = comfy.nested_tensor.NestedTensor(
(torch.ones_like(video[:, :1]), audio_mask))
return True
except Exception:
return False
+310
View File
@@ -0,0 +1,310 @@
# H3-LongVideos -- https://github.com/Smite79/MiniMax-H3-LongVideos
# Copyright (c) 2026 Smite79. All rights reserved.
# Redistribution, in whole or in part, requires written permission.
# This notice may not be removed or altered. See LICENSE.
"""Decisions about which pictures may condition a shot."""
import torch
import node_helpers
from h3_runtime import (H3_FPS, AUDIO_LATENT_FPS, _empty_av_latent, _resize, ref_image_canvas,
frame_levels)
from h3_audio import _SILENCE_STATUS, _silent_audio_latent, _pin_audio_silence
def may_carry_room(previous_cast, current_cast, tagged_names):
"""A previous frame is safe as a reference only when it adds no subject."""
previous = [name for name in (previous_cast or ()) if name]
current = set(current_cast or ())
tagged = set(tagged_names or ())
return bool(previous) and all(name in current for name in previous) \
and not any(name in tagged for name in previous)
def may_carry_frame(previous_cast, current_cast, tagged_names):
"""A previous frame of the SAME room is safe as a reference claimed with everyone in it.
Unlike may_carry_room, somebody this shot does not describe may be in it: the claim
names them, and they are still in that room. Refused only for an empty frame, or
one holding somebody whose own portrait also rides this shot -- two pictures of one
person is how a second one gets drawn."""
previous = [name for name in (previous_cast or ()) if name]
current = set(current_cast or ())
tagged = set(tagged_names or ())
return bool(previous) and not any(name in tagged and name in current
for name in previous)
def recoverable_subject(cast, tagged_names, returning_names, captured):
"""Return the sole safe recovered subject, or an empty string."""
people = [name for name in (cast or ()) if name]
if len(people) != 1:
return ""
name = people[0]
return name if (name not in set(tagged_names or ())
and name in set(returning_names or ())
and captured.get(name) is not None) else ""
KEYFRAME_SAFE_AUG = 0.99 # below this, a ref aug would soften the keyframe too
# What ONE boundary is allowed to claim it measured. Wider than any real per-pass drift,
# narrow enough that a bad frame -- a flash, a cut to black, a frame the model lost --
# cannot swing the estimate. The median across boundaries does the real rejecting.
LEVEL_GAIN_CAP = 0.12 # in log-gain, so +-12.7% of contrast
LEVEL_OFFSET_CAP = 0.05
# The within-shot term is believed only when boundaries AGREE on its sign, and even then
# only this far: within-shot change is often the author's (a light switched off), so it is
# the half of the signal that cannot be trusted on its own.
LEVEL_SHOT_GAIN_CAP = 0.015
LEVEL_SHOT_OFFSET_CAP = 0.010
LEVEL_AGREE = 2.0 / 3.0
LEVEL_MIN_OBS = 3
# What the correction may do to one handoff, whatever it measured. A cut should not carry
# a visible grade step: shot N's last frame reaches the video uncorrected while N+1 is
# sampled from a corrected keyframe, so an uncapped correction trades burn-in for a pop at
# every join -- the same class of complaint, differently shaped.
LEVEL_GAIN_LO, LEVEL_GAIN_HI = 0.80, 1.25
LEVEL_OFFSET_BOUND = 0.02
# Below this a frame is too flat for a contrast RATIO to mean anything.
LEVEL_MIN_SIGMA = 0.01
class HandoffLevels:
"""Takes the grade the chain adds to itself back out of the handoff.
THE MEASUREMENT, which is the whole reason this needs no scene list. At every
boundary the render holds two pictures that are SUPPOSED to be the same frame: K,
the handoff it gave the shot, and R, frame one of what came back -- the model's own
reproduction of K, from a keyframe labelled sigma 0.001. Nothing was asked to change
between them, so everything separating them is the chain's own doing and none of it
is the author's intent. That is the one difference in the loop that can be corrected
without guessing at anybody's lighting, and R costs nothing to look at: it is the
frame trim_seam throws away.
A beat that walks into a darker room moves K, and R follows it there. So the level is
never anchored, never compared to shot 1, and never compared to a target -- only K
against its own reproduction, boundary by boundary.
WHAT IT WILL NOT FIX. Clipping already baked into earlier shots, because the VAE
clamps every decode and headroom spent is gone. Softening, which is a different
measurement and a different cause. Anything spatial -- ghosting, local burn, identity
drift. A tone curve with a knee in it, since this is affine per channel; the residual
in the report is how that would show itself. The first boundary, which has nothing to
measure yet. And a deliberate monotone move -- a film that dims every single beat --
loses a bounded, reported fraction of itself."""
def __init__(self):
self._bg, self._bo = [], [] # per boundary: K -> R, the chain's own drift
self._sg, self._so = [], [] # per shot: R -> last frame, believed only on agreement
self.applied = [] # (gain, offset) actually used, for the report
def observe(self, given, repro, last=None, pre_up_last=None):
"""Record one boundary. given is the keyframe this shot got, repro is frame one
of what it produced, last is its final frame, pre_up_last the handoff it hands on.
last/pre_up_last are how the pre-upscale handoff and the post-upscale output are
put in the same frame of reference: their difference IS the pipeline's own offset,
measured on one frame that went through both, so it can be subtracted from the
K->R reading instead of being mistaken for drift. With latent_upscale off they are
the same frame and the term is zero."""
gm, gs = frame_levels(given)
rm, rs = frame_levels(repro)
if gm is None or rm is None:
return False
if float(gs.min()) < LEVEL_MIN_SIGMA or float(rs.min()) < LEVEL_MIN_SIGMA:
return False
ug = torch.zeros(3)
uo = torch.zeros(3)
lm, ls = frame_levels(last) if last is not None else (None, None)
if pre_up_last is not None and lm is not None:
pm, ps = frame_levels(pre_up_last)
if pm is not None and float(ps.min()) >= LEVEL_MIN_SIGMA:
ug = torch.log(ls / ps)
uo = lm - pm
self._bg.append((torch.log(rs / gs) - ug).clamp(-LEVEL_GAIN_CAP, LEVEL_GAIN_CAP))
self._bo.append((rm - gm - uo).clamp(-LEVEL_OFFSET_CAP, LEVEL_OFFSET_CAP))
if lm is not None and float(ls.min()) >= LEVEL_MIN_SIGMA:
self._sg.append(torch.log(ls / rs))
self._so.append(lm - rm)
return True
def _agreed(self, rows, cap):
"""The median of rows, but only per channel where at least LEVEL_AGREE of them
share its sign. A within-shot change the boundaries disagree about is content, not
drift, and content must not be corrected."""
out = torch.zeros(3)
if len(rows) < LEVEL_MIN_OBS:
return out
st = torch.stack(rows)
med = st.median(dim=0).values
agree = ((st * med.sign().unsqueeze(0)) > 0).float().mean(dim=0)
keep = agree >= LEVEL_AGREE
return torch.where(keep, med.clamp(-cap, cap), out)
def estimate(self):
"""(gain_log, offset) the chain is drifting by per boundary, per channel."""
if not self._bg:
return None, None
g = torch.stack(self._bg).median(dim=0).values + self._agreed(self._sg, LEVEL_SHOT_GAIN_CAP)
o = torch.stack(self._bo).median(dim=0).values + self._agreed(self._so, LEVEL_SHOT_OFFSET_CAP)
return g, o
def gains(self, strength):
"""(gain, offset) as 3-vectors, or (None, None) when there is nothing worth doing.
Separate from note() because more than one frame leaves a shot -- the handoff,
and any face captured for a return several shots later -- and they have to carry
the SAME grade. A recovered face arriving at a different exposure from the shot
around it would be a new bug of exactly the kind this is fixing."""
g, o = self.estimate()
if g is None or strength <= 0:
return None, None
gain = torch.exp(-float(strength) * g).clamp(LEVEL_GAIN_LO, LEVEL_GAIN_HI)
off = (-float(strength) * o).clamp(-LEVEL_OFFSET_BOUND, LEVEL_OFFSET_BOUND)
# The next thing this frame meets is an 8-bit quantisation, so a correction under
# 1/255 would be erased on the way there. Claiming it would be worse than silence.
if float((gain - 1.0).abs().max()) < 1e-3 and float(off.abs().max()) < 1.0 / 255.0:
return None, None
return gain, off
def note(self, gain, off):
"""Record what was applied, and say it in one clause."""
self.applied.append((gain.clone(), off.clone()))
return (f"gain {'/'.join(f'{float(v):.3f}' for v in gain)} "
f"level {'/'.join(f'{float(v):+.4f}' for v in off)}")
def _keyframe_latent(vae, hand_img):
"""The keyframe latent for this shot: an ENCODE of the previous shot's last frame.
This was briefly an optimisation -- pass the previous shot's own latent straight
through and skip a VAE round trip per boundary. It was wrong, and it degraded
every shot after the first.
A keyframe is ONE pixel frame, and H3's grid puts that at 5f -> TWO latent
frames. Slicing [:, :, -1:] off a finished shot hands over one. Worse, the video
VAE is causal: the last latent of a 72-frame sequence encodes its temporal
context, not a standalone opening frame, so even at the right count it does not
mean what a keyframe means. The spatial-size guard could not see either problem.
The round trip is real but it is one lossy step on a correctly formed anchor,
which beats a cheap malformed one."""
return vae.encode(hand_img)
def _build_ref_images(vae, images, gen_w, gen_h, mode="match"):
"""(tokenizer items, DiT blocks) for a list of reference IMAGE tensors.
The tokenizer labels each one `<Picture N>:` itself, in the order given here --
so the roster the prompt refers to is decided by input order, not by anything
written in the prompt."""
items, blocks = [], []
for img in images:
if img is None:
continue
h, w = int(img.shape[1]), int(img.shape[2])
tw, th = ref_image_canvas(w, h, gen_w, gen_h, mode)
resized = _resize(img[:1], tw, th, "disabled")
items.append({"type": "image", "data": resized})
blocks.append({"kind": "image", "latent_h": th // 16, "latent_w": tw // 16,
"latent": vae.encode(resized)})
return items, blocks
def build_conditioning(clip, vae, audio_vae, prompt, width, height, length,
handoff=None, refs=None,
ref_noise_aug=0.999, silent=False, ref_image_size="match",
handoff_as_ref=False, speech_lead_seconds=0.0, speech_tail_frames=0):
"""Encode prompt, identity references, keyframe, and audio constraints for a shot."""
latent, fc = _empty_av_latent(width, height, length, H3_FPS)
refs = [r for r in (refs or []) if r is not None]
hand_img = None
if handoff is not None:
hand_img = _resize(handoff[:1], width, height, "disabled")
# REFERENCES AND THE KEYFRAME RIDE TOGETHER. This is the arrangement the node
# had before I broke it, and the reason is in ComfyUI's own layout:
#
# model_base.py:2183-2191 cond_video_latents = keyframe latents THEN ref latents
# model.py PackedLayout emits keyframe "cond" segments THEN ref "ref_img" ones
#
# The two orders agree, so both channels coexist. A shot takes its references AND
# a real keyframe: the keyframe ANCHORS the first frame, which is what continuity
# needs, while a reference only supplies identity. They are not alternatives.
#
# I had read "<Picture 1>" as MEANING the first frame on fl2va, and rearranged the
# roster around that. It does not. Which image is the first frame is decided by
# resolved_frame_index in minimax_keyframes, not by a label's number -- the labels
# are only how the images are shown to the VLM, and what they have to line up with
# is the <Picture N> tags in the prompt.
#
# So references come FIRST and keep slots 1..N, which is what a sheet line's
# `Name: <Picture 1>, ...` points at, and the handoff is appended AFTER them where
# it disturbs no numbering. It has to be in the list at all because
# tokenize_with_weights is either/or: passing minimax_ref_items makes it ignore
# `images` outright, so leaving the handoff out means the VLM is never shown where
# the shot left off and re-imagines the scenery -- same place, new room.
keyframe_ok = ref_noise_aug is None or float(ref_noise_aug) >= KEYFRAME_SAFE_AUG
# One aug covers every visual condition row, references AND the keyframe. Below
# KEYFRAME_SAFE_AUG the keyframe latent would be noised and labelled at the wrong
# timestep, so the handoff stops being an anchor and rides as an extra reference
# instead: weaker continuity, but nothing pretending to anchor while carrying noise.
# ...or because the caller asked for it. A shot that introduces somebody already
# in position wants the room this picture carries and NOT the first frame it
# would force, and that is a demotion the aug knows nothing about.
carry_as_ref = bool(hand_img is not None
and (handoff_as_ref or (refs and not keyframe_ok)))
enc_refs = refs + ([hand_img] if carry_as_ref else [])
items, blocks = ([], [])
if enc_refs:
items, blocks = _build_ref_images(vae, enc_refs, width, height, ref_image_size)
if hand_img is not None and not carry_as_ref:
items = items + [{"type": "image", "data": hand_img}]
if items:
tokens = clip.tokenize(prompt, minimax_ref_items=items)
else:
tokens = clip.tokenize(prompt)
cond = clip.encode_from_tokens_scheduled(tokens)
vals = {}
if blocks:
vals["minimax_refs"] = blocks
# How CLEAN the references are shown. One aug covers every conditioning
# latent, keyframe included -- which is why softening references below
# KEYFRAME_SAFE_AUG would soften the anchor too.
if ref_noise_aug is not None:
vals["minimax_visual_cond_noise_aug"] = float(ref_noise_aug)
kfs = []
if hand_img is not None and not carry_as_ref:
kfs.append({"resolved_frame_index": 0,
"latent": _keyframe_latent(vae, hand_img)})
# Audio keyframes are extra conditioning rows in H3's PackedLayout. Pin the
# generated target stream instead, so the joint model also sees a quiet mouth.
# A dialogue shot pins its opening (the lead) and, past the line's estimated end,
# its close (the tail); the span between is the model's.
if silent or float(speech_lead_seconds or 0.0) > 0.0 or int(speech_tail_frames or 0) > 0:
_SILENCE_STATUS["asked"] += 1
if audio_vae is None:
_SILENCE_STATUS["why"] = "no audio VAE is wired to the node"
else:
sil = _silent_audio_latent(audio_vae, fc, H3_FPS)
if sil is None:
_SILENCE_STATUS["why"] = ("the audio VAE would not encode a silent "
"second -- the wrong VAE is on the "
"audio_vae input")
else:
lead = None if silent else round(float(speech_lead_seconds) *
AUDIO_LATENT_FPS)
tail = 0 if silent else int(speech_tail_frames or 0)
if _pin_audio_silence(latent, sil, lead, tail):
_SILENCE_STATUS["applied"] += 1
else:
_SILENCE_STATUS["why"] = "the silent latent did not match the shot"
if kfs:
vals["minimax_keyframes"] = kfs
if vals:
cond = node_helpers.conditioning_set_values(cond, vals)
return cond, latent, fc, carry_as_ref
+286 -67
View File
@@ -66,21 +66,8 @@ HARDWARE = (
(r"cuffs?|cuffed", "cuffs", "wrists"), (r"cuffs?|cuffed", "cuffs", "wrists"),
(r"tape", "tape", "wrists"), (r"tape", "tape", "wrists"),
) )
# Material and colour survive because they decide what the thing looks like: # Preserve visual modifiers in continuity text. Hyphenated compounds pass whole;
# "steel collar" must not come back as "collar" two shots later. # arbitrary participles do not, because they are more often verbs than modifiers.
# WHAT THE AUTHOR CALLED IT. This decides how much of the wording survives into
# the guard clauses, and the guard is what every shot after the first repeats --
# so a word missing here is a word the model stops hearing.
#
# It was twenty-odd words, and "a mirrored steel collar" came back as "steel
# collar" while "a brushed nickel collar" came back as "collar". A bare "collar"
# repeated once a shot is a bare collar, and the prior for that is a black
# leather one -- which is exactly what was reported.
#
# Hyphenated compounds pass whole ("mirror-finish", "chrome-plated"), so an
# unusual finish survives without being listed. Bare participles are NOT
# accepted: "-ed" is a verb far more often than a modifier, and capturing one
# would put an action into the name of the thing.
_ADJ = (r"(?:[A-Za-z]+-[A-Za-z]+|" _ADJ = (r"(?:[A-Za-z]+-[A-Za-z]+|"
# materials # materials
r"steel|stainless|iron|metal|metallic|nickel|chrome|chromed|brass|" r"steel|stainless|iron|metal|metallic|nickel|chrome|chromed|brass|"
@@ -131,8 +118,26 @@ PART_VARIES = frozenset({"chain", "rope", "straps", "tape"})
# outlives the beat that caused it, and the clause that says so has to be # outlives the beat that caused it, and the clause that says so has to be
# writable from any later shot. # writable from any later shot.
REGION_OF = ( REGION_OF = (
# UNDERWEAR IS IN HERE TOO, on both halves of the body. The torso row has
# listed a bra since the day it was written -- that is the report it exists
# for, "a bra coming back on somebody topless" -- and the leg row never got
# its counterpart, so region_of("thong") answered "". A garment that cannot
# be placed latches no bare region, so underwear coming off said nothing
# about the hips in that shot or in any shot after it, and an unspecified
# region is filled by the model's own prior -- which for a hip is underwear.
#
# Worse, a beat saying somebody is NAKED looks each worn garment's region up
# to take it off the body, so the one garment it could not place stayed
# "worn" in the state while the text said she was nude. Reported as a thong
# restored a beat after she undressed to get in the shower.
#
# No hardware. A chastity belt is in the layering vocabulary, but it is a
# restraint: it is latched and held by its own mechanism, and a bare region
# read off it would argue with that.
(r"shorts|trousers|jeans|slacks|chinos|skirt|kilt|leggings|joggers|tights|" (r"shorts|trousers|jeans|slacks|chinos|skirt|kilt|leggings|joggers|tights|"
r"pantyhose|jeggings|culottes|tracksuit\s+bottoms", "legs", r"pantyhose|jeggings|culottes|tracksuit\s+bottoms|"
r"panties|knickers|thong|g-?string|briefs|boxers|underwear|undies|"
r"jockstrap|loincloth", "legs",
"The legs are bare from the hip down"), "The legs are bare from the hip down"),
(r"socks|stockings|hold-?ups|boots|shoes|trainers|sneakers|sandals|heels", (r"socks|stockings|hold-?ups|boots|shoes|trainers|sneakers|sandals|heels",
"feet", "The feet and ankles are bare"), "feet", "The feet and ankles are bare"),
@@ -214,16 +219,34 @@ RELEASE_VERB = (
# the engine knew a cell and a warehouse, the sampler did not, so a scene set in # the engine knew a cell and a warehouse, the sampler did not, so a scene set in
# either was a room to one reader and nowhere to the other. Same fault the # either was a room to one reader and nowhere to the other. Same fault the
# garment lists had, waiting to be reported. # garment lists had, waiting to be reported.
# MULTI-WORD ROOMS COME BEFORE BARE "room". _MOD is non-greedy, so it tries no
# modifier first and the longest place wins -- but only if the long form is here to
# win with. Without "locker\s+room", "heads to the locker room" read its destination
# as "room": _MOD swallowed "locker" and the capture took what was left, so the film
# was reported as entering "room" and the shot was told to arrive in one.
#
# A gym, a locker room and a court were in no list at all, which is worse than vague:
# with the ORIGIN unknown, travel_anchor emitted nothing, so a beat walking out of a
# gym was never told to walk and the set simply changed under the characters.
PLACES = (r"hallway|hall|corridor|passage|landing|stairwell|staircase|stairs|" PLACES = (r"hallway|hall|corridor|passage|landing|stairwell|staircase|stairs|"
r"steps|bedroom|bathroom|washroom|kitchen|living\s+room|lounge|" r"steps|bedroom|bathroom|washroom|kitchen|living\s+room|lounge|"
r"dining\s+room|study|office|garage|basement|cellar|attic|loft|porch|" r"dining\s+room|locker\s+rooms?|changing\s+rooms?|dressing\s+rooms?|"
r"waiting\s+rooms?|utility\s+rooms?|gymnasium|gym|classroom|library|"
r"cafeteria|canteen|reception|laundry|pantry|sauna|balcony|terrace|"
r"rooftop|elevator|court|pool|showers|shower|store|shop|studio|"
r"study|office|garage|basement|cellar|attic|loft|porch|"
r"veranda|garden|yard|driveway|street|alley|car\s?park|lobby|foyer|" r"veranda|garden|yard|driveway|street|alley|car\s?park|lobby|foyer|"
r"doorway|cell|warehouse|barn|shed|van|truck|room") r"doorway|cell|warehouse|barn|shed|van|truck|room")
# Place words that are also ordinary verbs or everyday nouns. A reader with a # Place words that are also ordinary verbs or everyday nouns. A reader with a
# preposition in front of it ("in the study") can tell which sense is meant; the # preposition in front of it ("in the study") can tell which sense is meant; the
# free-text one cannot, and "she steps out", "they study the map" and "he lands # free-text one cannot, and "she steps out", "they study the map" and "he lands
# badly" are all commoner than the rooms they collide with. # badly" are all commoner than the rooms they collide with.
PLACE_ALSO_A_VERB = {"steps", "landing", "study", "lounge", "garage", "porch"} # "bar" and "lift" are deliberately NOT places in this file at all: bars are
# restraint hardware here ("chained to the bars") and lifting is what happens to a
# garment or a body, so behind a preposition they would both read as journeys.
PLACE_ALSO_A_VERB = {"steps", "landing", "study", "lounge", "garage", "porch",
"court", "pool", "shower", "showers", "store", "shop",
"studio", "reception"}
# A room is usually described, not just named -- "the tiled bathroom", "the long # A room is usually described, not just named -- "the tiled bathroom", "the long
# hallway". Up to three adjectives, non-greedy so the NEAREST room still wins. # hallway". Up to three adjectives, non-greedy so the NEAREST room still wins.
_ROOM_MOD = (r"(?:(?!(?:of|the|an?|and|or|to|in|into|from|with|on|at|by|for|her|" _ROOM_MOD = (r"(?:(?!(?:of|the|an?|and|or|to|in|into|from|with|on|at|by|for|her|"
@@ -272,15 +295,21 @@ _GAP = r"(?:\s+\S+){0,4}?\s+"
TAKES_OFF = (r"(?:takes?|took|taking|pulls?|pulled|peels?|peeled|strips?|" TAKES_OFF = (r"(?:takes?|took|taking|pulls?|pulled|peels?|peeled|strips?|"
r"stripped|shrugs?|slips?|slipped|steps?|gets?|got|kicks?|" r"stripped|shrugs?|slips?|slipped|steps?|gets?|got|kicks?|"
r"kicked)" + _GAP + r"(?:off|out\s+of)\b" r"kicked)" + _GAP + r"(?:off|out\s+of)\b"
r"|\b(?:removes?|removed|removing|discards?|discarded|" r"|\b(?:removes?|removed|removing|discards?|discarded|sheds?|shedding|"
r"undresses|undressed|unbuttons?|unzips?|unzipped)") r"undresses|undressed)")
PUTS_ON = (r"(?:puts?|putting|pulls?|pulled|slips?|slipped|tugs?|tugged|" PUTS_ON = (r"(?:puts?|putting|pulls?|pulled|slips?|slipped|tugs?|tugged|"
r"steps?|stepped|climbs?|climbed|gets?|got|wriggles?)" + _GAP + r"steps?|stepped|climbs?|climbed|gets?|got|wriggles?)" + _GAP +
r"(?:on|into|back\s+on)\b" r"(?:on|into|back\s+on)\b"
r"|\b(?:dresses?\s+in|dressed\s+in|buttons?|zips?\s+up|fastens?)") r"|\b(?:dresses?\s+in|dressed\s+in|buttons?|zips?\s+up|fastens?)")
# UNZIPPING A JACKET LEAVES IT ON. These were removals, so "Owen unzips his jacket"
# took the jacket out of every later shot and called his chest bare -- and "rolls up
# his sleeves" a beat later rolled the sleeves of a shirt that had gone with it. They
# open a garment; a beat that also takes it off says so ("and takes it off").
DISPLACES = (r"(?:pulls?|pulled|pushes?|pushed|tugs?|tugged|hikes?|hiked|" DISPLACES = (r"(?:pulls?|pulled|pushes?|pushed|tugs?|tugged|hikes?|hiked|"
r"rolls?|rolled|lifts?|lifted|yanks?|yanked|shoves?|shoved)" r"rolls?|rolled|lifts?|lifted|yanks?|yanked|shoves?|shoved)"
+ _GAP + r"(?:aside|up|down|open)\b") + _GAP + r"(?:aside|up|down|open)\b"
r"|\b(?:unzips?|unzipped|unbuttons?|unbuttoned|unfastens?|unfastened|"
r"undoes|undid)\b")
# POSTURES and the _POSTURE list built from it used to live here. Nothing read # POSTURES and the _POSTURE list built from it used to live here. Nothing read
# _POSTURE -- it was a second, dead copy of the posture vocabulary, and it had # _POSTURE -- it was a second, dead copy of the posture vocabulary, and it had
@@ -440,6 +469,17 @@ def _outside_speech(text):
return _SPOKEN_SPAN.sub(" ", text or "") return _SPOKEN_SPAN.sub(" ", text or "")
def staged_text(text):
"""What a beat STAGES: not what anybody says, and not what the narration asks.
A narrated question is the same kind of thing as a line of speech. "Maya waits by
the door. Will he come?" asks whether he will, which is to say he is not there --
and the "he" read as him being present, so Will was described into the shot of
her waiting for him. Removed for deciding who is in the shot, as speech is."""
staged = _outside_speech(text)
return " ".join(s for s in re.split(r"(?<=[.!?])\s+", staged) if not s.rstrip().endswith("?"))
# THREE modifiers, not two: "mirrored stainless steel collar" is three words and # THREE modifiers, not two: "mirrored stainless steel collar" is three words and
# a noun, and the third was the first to be dropped. # a noun, and the third was the first to be dropped.
_HW_ONE = _rx(r"\b(" + _ADJ + r"(?:\s+" + _ADJ + r"){0,2}\s+)?(" _HW_ONE = _rx(r"\b(" + _ADJ + r"(?:\s+" + _ADJ + r"){0,2}\s+)?("
@@ -478,6 +518,14 @@ _GARMENT_ONE = _rx(r"\b(" + _ADJ + r"(?:\s+" + _ADJ + r"){0,2}\s+)?("
_TAKES_OFF = _rx(r"\b" + TAKES_OFF + r"\b") _TAKES_OFF = _rx(r"\b" + TAKES_OFF + r"\b")
_PUTS_ON = _rx(r"\b" + PUTS_ON + r"\b") _PUTS_ON = _rx(r"\b" + PUTS_ON + r"\b")
_DISPLACES = _rx(r"\b" + DISPLACES + r"\b") _DISPLACES = _rx(r"\b" + DISPLACES + r"\b")
# ...and the sentence can still finish the job after the garment is named. "Kate
# unzips the denim skirt and steps out of it": the unzip opens it, the rest of the
# sentence takes it off, and the removal verb comes after the item where the reader
# above does not look.
_OPENS_GARMENT = _rx(r"\b(?:unzips?|unzipped|unbuttons?|unbuttoned|unfastens?|unfastened|"
r"undoes|undid|unhooks?|unhooked|unclasps?|unclasped)\b")
_COMPLETES_OFF = _rx(r"\b(?:off|out\s+of|away|lets?\s+(?:it|them)\s+(?:fall|drop|slide)|"
r"drops?\s+(?:it|them)|falls?\s+(?:to|down|away|off))\b")
_MOVES = _rx(r"\b(?:walks?|walked|walking|goes|go|went|going|runs?|ran|running|" _MOVES = _rx(r"\b(?:walks?|walked|walking|goes|go|went|going|runs?|ran|running|"
r"steps?|stepped|stepping|moves?|moved|moving|enters?|entered|" r"steps?|stepped|stepping|moves?|moved|moving|enters?|entered|"
r"leaves?|left|leaving|crosses|crossed|crossing|climbs?|climbed|" r"leaves?|left|leaving|crosses|crossed|crossing|climbs?|climbed|"
@@ -595,11 +643,6 @@ def nudity_in(text):
return out return out
def bare_sentence(region):
"""How to say a region is bare, or "" for one with no wording."""
return next((s for _rx, r, s in _REGION_RX if r == region), "")
def _bare_on(p, regions): def _bare_on(p, regions):
for r in ([regions] if isinstance(regions, str) else regions): for r in ([regions] if isinstance(regions, str) else regions):
if r and r not in p.bare: if r and r not in p.bare:
@@ -653,11 +696,6 @@ def _nearest_part(parts, at, ats):
return "" return ""
def hardware_in(text):
"""Every piece of hardware named, as (canonical, part, as-written)."""
return [(c, p, w) for c, p, w, _at in hardware_spans(text)]
def position_spans(text): def position_spans(text):
"""Every limb position named, as (name, at).""" """Every limb position named, as (name, at)."""
out = [] out = []
@@ -705,9 +743,15 @@ def place_in(text):
Behind a preposition, so a room has to be somewhere somebody IS. "Ana looks Behind a preposition, so a room has to be somewhere somebody IS. "Ana looks
at the door" names no room -- and a door is not on the list in any case.""" at the door" names no room -- and a door is not on the list in any case."""
m = _PLACE_IN.search(text or "") text = text or ""
m = _PLACE_IN.search(text)
if not m: if not m:
return "" return ""
clause = re.split(r"[.;!?]", text[:m.end()])[-1]
present = re.search(r"\b(?:is|are|was|were|stands?|sits?|waits?|lies?|remains?)\b",
clause, re.I)
if not _MOVES.search(clause) and not present:
return ""
got = re.sub(r"\s+", " ", m.group(1).lower()).strip() got = re.sub(r"\s+", " ", m.group(1).lower()).strip()
# A BARE "room" NAMES NOWHERE. "Ana walks into the room" says she goes # A BARE "room" NAMES NOWHERE. "Ana walks into the room" says she goes
# inside, not which room -- and taking it as a place produced "The shot is # inside, not which room -- and taking it as a place produced "The shot is
@@ -730,6 +774,18 @@ def garments_in(text):
return out return out
_CLAUSE_BOUNDARY = re.compile(r"[,;]|\b(?:and|while)\b", re.I)
def _clause_at(text, at, boundaries=None):
"""Return the clause containing character offset `at` and its start offset."""
if boundaries is None:
boundaries = list(_CLAUSE_BOUNDARY.finditer(text or ""))
lo = max((m.end() for m in boundaries if m.end() <= at), default=0)
hi = min((m.start() for m in boundaries if m.start() > at), default=len(text))
return text[lo:hi], lo
# Hardware, not clothing. Taking clothes off does not unlock anything, so these # Hardware, not clothing. Taking clothes off does not unlock anything, so these
# are kept out of the garment answer -- the standing rule is that hardware is # are kept out of the garment answer -- the standing rule is that hardware is
@@ -740,6 +796,32 @@ _NOT_CLOTHING = re.compile(
r"straitjacket|spreader|hogtie|clamps?|clips?)$", re.I) r"straitjacket|spreader|hogtie|clamps?|clips?)$", re.I)
_PHRASE_ONE = _rx(r"\b(?:" + GARMENT_PHRASES + r")\b") _PHRASE_ONE = _rx(r"\b(?:" + GARMENT_PHRASES + r")\b")
_WORD_ONE = _rx(r"^(?:" + GARMENT_WORDS + r")s?$") _WORD_ONE = _rx(r"^(?:" + GARMENT_WORDS + r")s?$")
# The same list with NO optional plural, which is what says whether a trailing "s"
# belongs to the word or was added to it. The vocabulary is clean on this: garments that
# are inherently plural are listed only in the plural (boots, jeans, shorts, panties,
# tights, leggings, socks, knickers, trousers, gloves) and the rest only in the singular
# (skirt, vest, top), so "stem is itself a garment" is an exact test and not a guess.
_WORD_EXACT = _rx(r"^(?:" + GARMENT_WORDS + r")$")
def singular_garment(word):
"""A garment word as the VOCABULARY spells it, so two readers cannot disagree.
Reported: several women take their skirts off and the skirts are back in the next
beat. "their skirts" yields the token "skirts" while the sheet says "a denim
skirt", and every reader downstream looks the token up in the sheet -- the scrub
by pattern, infer_removals by entry head -- so a plural garment matched nothing
and the removal silently did nothing at all. One woman undressing wrote "her
skirt" and worked; the moment the subject went plural so did the garment.
A trailing "s" comes off only when the stem is ITSELF a garment word, which is an
exact test here and not a guess: the vocabulary lists inherently plural garments
only in the plural (boots, jeans, shorts, panties, tights, leggings, socks,
knickers, trousers, gloves) and the rest only in the singular."""
low = str(word or "").lower().strip("-")
if low.endswith("s") and _WORD_EXACT.match(low[:-1]):
return low[:-1]
return low
def garment_words(text): def garment_words(text):
@@ -761,12 +843,60 @@ def garment_words(text):
text = _PHRASE_ONE.sub(" ", text) text = _PHRASE_ONE.sub(" ", text)
for word in re.findall(r"\b[\w-]{3,}\b", text): for word in re.findall(r"\b[\w-]{3,}\b", text):
low = word.lower().strip("-") low = word.lower().strip("-")
if low in out or _NOT_CLOTHING.match(low): if _NOT_CLOTHING.match(low):
continue continue
if _WORD_ONE.match(low): if not _WORD_ONE.match(low):
continue
# The token the sheet wrote, not the one the beat happened to inflect. See
# singular_garment -- shared with infer_removals so the two cannot disagree.
low = singular_garment(low)
if low not in out:
out.append(low) out.append(low)
return out return out
# A POSTURE DENIED IS NOT A POSTURE TAKEN.
#
# Reported: a woman chained by the ankles and forced into a squat stood up anyway.
# The chain clauses were all correct -- the metal "already drawn to its full length,
# so the position it fixes is the position that keeps" was on every shot after the
# squat. What sat beside it was the posture latch saying she was STANDING, because
# "She cannot stand." matched `stand` and nothing looked at the `cannot`. The latch
# then carried that forward, so every later shot asserted, flatly and positively,
# the one thing the chains were there to prevent. At cfg 1 a positive statement wins.
#
# The same shape as _in_a_request, which already suppresses a posture that is ASKED
# for rather than taken. Attempts are here too: "tries to stand", "struggles to get
# up", "strains to rise" are all bodies that have NOT got there, and reading them as
# arrival is the same error in a friendlier disguise.
#
# A SHORT WINDOW on purpose -- the five words before the verb. The cue always sits
# immediately in front of it ("cannot stand", "no longer able to stand"), and a wider
# reach would let a `cannot` from a different clause silence a real posture.
_POSTURE_DENIED = _rx(
r"\b(?:cannot|can\s*not|can['\u2019]?t|could\s*not|could\s*n['\u2019]?t|"
r"unable|never|not\s+able|no\s+longer\s+able|"
r"does\s*n['\u2019]?t|does\s+not|do\s*n['\u2019]?t|did\s*n['\u2019]?t|did\s+not|"
r"will\s+not|wo\s*n['\u2019]?t|fail(?:s|ed|ing)?|"
r"tr(?:y|ies|ied|ying)|attempt(?:s|ed|ing)?|struggl(?:e|es|ed|ing)|"
r"strain(?:s|ed|ing)?|fight(?:s|ing)?|want(?:s|ed)?|need(?:s|ed)?|"
r"told|ordered|asked|begs?|begged)\b")
def denied_posture(text, at):
"""Is the posture verb at `at` negated, or only attempted, by what precedes it?"""
before = str(text or "")[:max(0, int(at))]
# A cue belongs to its OWN clause. Without stopping at the boundary, "McKenna
# cannot kneel, so she sits" reached back past the comma and silenced the sitting
# -- suppressing a posture the beat plainly states, which is the same class of
# error in the other direction.
cut = 0
for _m in re.finditer(r"[,;:.!?]|\b(?:so|and|but|then|yet|while|as|before|after)\b",
before, re.I):
cut = _m.end()
window = " ".join(re.findall(r"[\w'\u2019]+", before[cut:])[-5:])
return bool(_POSTURE_DENIED.search(window))
def posture_in(text): def posture_in(text):
"""The posture this beat puts a body in. '' when it does not. """The posture this beat puts a body in. '' when it does not.
@@ -775,7 +905,7 @@ def posture_in(text):
for that, but off the same vocabulary.""" for that, but off the same vocabulary."""
t = text or "" t = text or ""
hits = sorted((m.start(), name) for name, rx in _POSTURE_OF hits = sorted((m.start(), name) for name, rx in _POSTURE_OF
for m in [rx.search(t)] if m) for m in rx.finditer(t) if not denied_posture(t, m.start()))
return hits[0][1] if hits else "" return hits[0][1] if hits else ""
@@ -820,7 +950,7 @@ _TRAILING_VERB = (r"take[sn]?|took|taking|pull(?:s|ed|ing)?|peel(?:s|ed|ing)?|"
r"toss(?:es|ed)?|throw[s]?|threw|kick(?:s|ed|ing)?|" r"toss(?:es|ed)?|throw[s]?|threw|kick(?:s|ed|ing)?|"
r"slide[s]?|slid|wriggle[sd]?|wiggle[sd]?") r"slide[s]?|slid|wriggle[sd]?|wiggle[sd]?")
# ...and verbs that are a removal on their own, needing no particle. # ...and verbs that are a removal on their own, needing no particle.
_UNDO_VERB = (r"remove[sd]?|removing|undress(?:es|ed)?|unzip(?:s|ped)?|" _UNDO_VERB = (r"remove[sd]?|removing|undress(?:es|ed)?|shed(?:s|ding)?|unzip(?:s|ped)?|"
r"unbutton(?:s|ed)?|unhook(?:s|ed)?|unclasp(?:s|ed)?|unfasten(?:s|ed)?|" r"unbutton(?:s|ed)?|unhook(?:s|ed)?|unclasp(?:s|ed)?|unfasten(?:s|ed)?|"
# Hardware comes off by being UNDONE, and these were missing: a beat # Hardware comes off by being UNDONE, and these were missing: a beat
# saying "unlocks the belt" left it described as worn for the rest of # saying "unlocks the belt" left it described as worn for the rest of
@@ -830,11 +960,26 @@ _UNDO_VERB = (r"remove[sd]?|removing|undress(?:es|ed)?|unzip(?:s|ped)?|"
r"undo(?:es)?|undid") r"undo(?:es)?|undid")
# WHERE A GARMENT ENDS UP ONCE IT IS OFF. A thing on the floor is not on a body,
# and this is how a beat says so -- by DESTINATION, not by verb. Two readers need
# the same list, for opposite reasons: the removal reader to call it a removal,
# the restore reader to stop calling it one. "Lets the skirt fall" drops a lifted
# skirt back over her legs; "lets the thong fall to the floor" is the thong coming
# off, and the only difference between those two sentences is this list.
FLOOR = (r"floor|ground|tiles?|tiling|lino|mat|bath\s*mat|rug|carpet|deck|boards|"
r"concrete|grass|sand|bed|sofa|couch|chair|seat|stool|bench|basket|"
r"hamper|laundry|pile|heap")
TO_THE_FLOOR = (r"(?:to|on|onto|into|in)\s+(?:the|a|an|her|his|their)?\s*"
r"(?:" + FLOOR + r")\b")
_LANDS_OFF = _rx(r"\s*(?:fall(?:s|ing)?|drop(?:s|ping)?|land(?:s|ing)?)?\s*"
+ TO_THE_FLOOR)
_DISPLACE_WAY = (r"back\s+up|back\s+down|down|up|aside|open|back|" _DISPLACE_WAY = (r"back\s+up|back\s+down|down|up|aside|open|back|"
r"off\s+(?:one|her|his|their)\s+shoulders?") r"off\s+(?:one|her|his|their)\s+shoulders?")
_DISPLACE = re.compile( _DISPLACE = re.compile(
r"\b(?:" + _STRIP_VERB + r"|push(?:es|ed|ing)?|shove[sd]?|roll(?:s|ed|ing)?|" r"\b(?:" + _STRIP_VERB + r"|push(?:es|ed|ing)?|shove[sd]?|roll(?:s|ed|ing)?|"
r"hitch(?:es|ed)?|hike[sd]?|open(?:s|ed)?|undo(?:es)?|unzip(?:s|ped)?|" r"hitch(?:es|ed)?|hike[sd]?|open(?:s|ed)?|undo(?:es)?|undid|unzip(?:s|ped)?|"
r"unbutton(?:s|ed)?|unfasten(?:s|ed)?|unhook(?:s|ed)?|unclasp(?:s|ed)?|"
# LIFTING A SKIRT IS DISPLACING IT, and none of these were here. Asked # LIFTING A SKIRT IS DISPLACING IT, and none of these were here. Asked
# for directly: "when the skirt has been lifted up to show the chastity # for directly: "when the skirt has been lifted up to show the chastity
# belt, that's when it should be shown". Lifting was not read as moving # belt, that's when it should be shown". Lifting was not read as moving
@@ -874,14 +1019,23 @@ def scene_name_for(head, scene):
# a reference is pinning, so it is the worst one to describe loosely. # a reference is pinning, so it is the worst one to describe loosely.
item = re.sub(r"<\s*picture\s+\d+\s*>", " ", item, flags=re.I) item = re.sub(r"<\s*picture\s+\d+\s*>", " ", item, flags=re.I)
item = re.sub(r"\s+", " ", item).strip() item = re.sub(r"\s+", " ", item).strip()
if not item or item.split()[-1].lower() != head: # ONE ENTRY CAN HOLD SEVERAL GARMENTS, and the name is the garment's own
# part of it. "navy jacket over a white shirt" ends in "shirt", so the
# whole entry came back as the shirt's name and "the navy jacket over a
# white shirt open" was said about a shirt being unbuttoned. Split on the
# words that join garments, and cut a "with ..." tail, which describes a
# garment rather than naming it.
for part in re.split(r"\s+(?:over|under|beneath|underneath|on\s+top\s+of|and)\s+",
item, flags=re.I):
part = re.split(r"\s+with\s+", part, flags=re.I)[0].strip()
if not part or part.split()[-1].lower() != head:
continue continue
# Drop a leading article or possessive; they are not description. # Drop a leading article or possessive; they are not description.
item = re.sub(r"^(?:a|an|the|her|his|their|its)\s+", "", item, flags=re.I) part = re.sub(r"^(?:a|an|the|her|his|their|its)\s+", "", part, flags=re.I)
# The longest entry wins: a sheet that names it twice described it most # The longest entry wins: a sheet that names it twice described it
# fully once, and the fuller name is the one worth carrying. # most fully once, and the fuller name is the one worth carrying.
if len(item) > len(best): if len(part) > len(best):
best = item best = part
# The author's OWN capitalisation. Lowercasing turned "PVC" into "pvc" and # The author's OWN capitalisation. Lowercasing turned "PVC" into "pvc" and
# "Shiny white crop top" into all-lowercase -- a different token sequence than # "Shiny white crop top" into all-lowercase -- a different token sequence than
# was written, for a brand or material name that is capitalised for a reason. # was written, for a brand or material name that is capitalised for a reason.
@@ -910,6 +1064,13 @@ def displaced_garments(beat, scene):
if not way and re.match(r"\s*(?:lift|rais|hoist|gather|bunch)", m.group(0), if not way and re.match(r"\s*(?:lift|rais|hoist|gather|bunch)", m.group(0),
re.I): re.I):
way = "up" way = "up"
# ...and UNDOING a garment opens it. "Owen unzips his jacket" was a removal,
# then (once it was not) nothing at all -- the jacket went back to being
# described closed on the next shot, which is a jacket zipping itself up
# across a cut.
if not way and re.match(r"\s*(?:unzip|unbutton|unfasten|unhook|unclasp|undo|undid)",
m.group(0), re.I):
way = "open"
if not way or not thing or thing in seen: if not way or not thing or thing in seen:
continue continue
# The garment has to be one the scene already dresses them in, and the head # The garment has to be one the scene already dresses them in, and the head
@@ -987,9 +1148,26 @@ def restored_garments(beat, scene):
return [] return []
out, low = [], scene.lower() out, low = [], scene.lower()
for m in _PUT_BACK_NAMED.finditer(beat): for m in _PUT_BACK_NAMED.finditer(beat):
# ...UNLESS IT LANDS ON THE FLOOR. These verbs are the restore vocabulary
# because that is what people write for a lifted skirt -- let fall, drop,
# lower, let go of -- and the identical words take a garment OFF when the
# sentence says where it lands. "Lets the thong fall to the floor" was read
# as putting the thong back on: the author's removal, enacted backwards, and
# from there the sheet described it as worn for the rest of the film.
# Reported as a thong restored after she undressed. See FLOOR.
if _LANDS_OFF.match(beat[m.end():]):
continue
thing = re.sub(r"\s+", " ", (m.group(1) or "")).strip().lower() thing = re.sub(r"\s+", " ", (m.group(1) or "")).strip().lower()
if not thing: if not thing:
continue continue
# ...AND THE CAPTURE CANNOT RUN THROUGH A PREPOSITION. The group takes
# spaces so a sheet's "long grey skirt" comes back whole, and on "drops the
# thong on the floor" it swallowed "thong on the floor" instead -- head
# "floor" -- so the restore was keyed to the ROOM. The scene named a wet
# floor, scene_name_for handed back "tiled bathroom with a wet floor", and
# the beat was recorded as putting the bathroom back on.
if re.search(r"\b(?:on|onto|to|into|in|at|over|under|from|with|and)\b", thing):
continue
head = thing.split()[-1] head = thing.split()[-1]
if len(head) < 3 or head not in low: if len(head) < 3 or head not in low:
continue continue
@@ -1197,6 +1375,10 @@ def _alias_at(word, staged):
return fallback return fallback
_AUX_FOLLOWER = re.compile(r"\s+(?:I|you|he|she|we|they|it|there|this|that|anyone|someone|"
r"everyone|anybody|somebody)\b")
def names_in(beat, cast): def names_in(beat, cast):
"""Names this beat STAGES, in the order the sentence puts them. """Names this beat STAGES, in the order the sentence puts them.
@@ -1208,14 +1390,23 @@ def names_in(beat, cast):
Speech-stripped, for the same reason it is everywhere else -- "McKenna, where Speech-stripped, for the same reason it is everywhere else -- "McKenna, where
are you?" is how absence gets written, and reading it as presence put a whole are you?" is how absence gets written, and reading it as presence put a whole
sheet entry into a shot the person is not in.""" sheet entry into a shot the person is not in."""
staged = _outside_speech(beat or "") staged = staged_text(beat or "")
names = [str(n) for n in (cast or []) if n] names = [str(n) for n in (cast or []) if n]
hits, found = [], set() hits, found = [], set()
for n in names: for n in names:
m = re.search(r"\b" + re.escape(n) + r"\b", staged) # A NAME THAT IS ALSO A WORD. "Will he come?" and "May I come in?" open a
if m: # sentence with the name followed by who the question is about, and read as
# the person they staged Will and May -- a second character in a shot about
# somebody waiting for them. A name followed straight away by a subject
# pronoun at the start of a sentence is the verb; the next use can still be
# the person ("Will opens the gate").
for m in re.finditer(r"\b" + re.escape(n) + r"\b", staged):
_opens = re.search(r"(?:^|[.!?]\s*[\"'\u201c]?)\s*$", staged[:m.start()])
if _opens and _AUX_FOLLOWER.match(staged[m.end():]):
continue
hits.append((m.start(), n)) hits.append((m.start(), n))
found.add(n) found.add(n)
break
# A SHEET NAME IS OFTEN LONGER THAN WHAT THE BEATS CALL HER. "Mistress Vale" # A SHEET NAME IS OFTEN LONGER THAN WHAT THE BEATS CALL HER. "Mistress Vale"
# on the sheet and "the Mistress" in every beat matched nothing, so her line # on the sheet and "the Mistress" in every beat matched nothing, so her line
# was in no shot at all and the model invented her from scratch each time. # was in no shot at all and the model invented her from scratch each time.
@@ -1415,20 +1606,35 @@ class SceneState:
subject = who[0] if who else next(iter(list(self.people) or list(cast) subject = who[0] if who else next(iter(list(self.people) or list(cast)
or [""])) or [""]))
hw = hardware_in(beat) spans = hardware_spans(beat)
applying = bool(hw) and bool(_APPLY.search(beat)) and not _RELEASE.search(beat) garments = list(_GARMENT_ONE.finditer(beat))
boundaries = list(_CLAUSE_BOUNDARY.finditer(beat)) if spans or garments else []
applying = bool(spans) and bool(_APPLY.search(beat))
releasing = bool(_RELEASE.search(beat)) releasing = bool(_RELEASE.search(beat))
if applying: if applying or releasing:
wearer = _wearer(beat, who, subject)
p = self.person(wearer)
# MODIFIERS BIND TO THE NEAREST ITEM. "handcuffs her wrists behind # MODIFIERS BIND TO THE NEAREST ITEM. "handcuffs her wrists behind
# her back and locks a steel collar around her neck, chained to the # her back and locks a steel collar around her neck, chained to the
# wall" carries two modifiers and two items; giving both modifiers # wall" carries two modifiers and two items; giving both modifiers
# to both items produced handcuffs chained to a wall they were never # to both items produced handcuffs chained to a wall they were never
# near, and a collar held behind a back. # near, and a collar held behind a back.
spans = hardware_spans(beat)
for canon, part, written, at in spans: for canon, part, written, at in spans:
clause, lo = _clause_at(beat, at, boundaries)
item_at = at - lo
apply_at = max((m.start() for m in _APPLY.finditer(clause)
if m.start() <= item_at), default=-1)
release_at = max((m.start() for m in _RELEASE.finditer(clause)
if m.start() <= item_at), default=-1)
if apply_at < 0 and release_at < 0:
continue
local_who = names_in(clause, cast)
wearer = _wearer(clause, local_who or who, subject)
p = self.person(wearer)
if release_at >= 0:
keys = [k for k in list(p.hardware) if k[0] == canon]
for key in keys:
changed["released"].append((wearer, p.hardware.pop(key)))
continue
# KEYED BY THE PAIR. A chain on the ankles and a chain on the # KEYED BY THE PAIR. A chain on the ankles and a chain on the
# wrists are two restraints; keyed by name alone the second # wrists are two restraints; keyed by name alone the second
# overwrote the first and one of them was never drawn again. # overwrote the first and one of them was never drawn again.
@@ -1446,7 +1652,7 @@ class SceneState:
# Its anchor needs no transferring either: with the tether gone from # Its anchor needs no transferring either: with the tether gone from
# the spans, the anchor binds to the nearest remaining item, which # the spans, the anchor binds to the nearest remaining item, which
# is the one it was always describing. # is the one it was always describing.
elif releasing: if releasing and not spans:
# Whoever is actually wearing it. "The guard unlocks the handcuffs" # Whoever is actually wearing it. "The guard unlocks the handcuffs"
# names only the agent, and taking the subject there tried to # names only the agent, and taking the subject there tried to
# release hardware from the man holding the key. # release hardware from the man holding the key.
@@ -1457,12 +1663,7 @@ class SceneState:
# Released by NAME, whatever part it is on: an unlocking beat says # Released by NAME, whatever part it is on: an unlocking beat says
# "unlocks the chain", not which of two chains, and matching the # "unlocks the chain", not which of two chains, and matching the
# pair left one fastened forever. # pair left one fastened forever.
_kinds = {c for c, _pt, _w in hw} if re.search(r"\b(?:them|it|her|him|everything|all\s+of\s+it)\b",
named = [k for k in list(p.hardware) if k[0] in _kinds]
if named:
for key in named:
changed["released"].append((wearer, p.hardware.pop(key)))
elif re.search(r"\b(?:them|it|her|him|everything|all\s+of\s+it)\b",
beat, re.I): beat, re.I):
# "the guard releases her" names no item, so all of it comes off. # "the guard releases her" names no item, so all of it comes off.
while p.hardware: while p.hardware:
@@ -1472,12 +1673,26 @@ class SceneState:
# to be named -- a bare "she undresses" says nothing about which garment, # to be named -- a bare "she undresses" says nothing about which garment,
# and guessing is how a garment came off a beat before the beat that # and guessing is how a garment came off a beat before the beat that
# took it off. # took it off.
wearer_g = _wearer(beat, who, subject) if len(who) > 1 else subject if subject:
if wearer_g: for m in garments:
p = self.person(wearer_g) g = f"{(m.group(1) or '').strip()} {m.group(2)}".strip().lower()
for g in garments_in(beat):
key = _garment_key(g) key = _garment_key(g)
if _TAKES_OFF.search(beat): clause, lo = _clause_at(beat, m.start(), boundaries)
item_at = m.start() - lo
actions = [(x.start(), "off") for x in _TAKES_OFF.finditer(clause)
if x.start() <= item_at]
actions += [(x.start(), "on") for x in _PUTS_ON.finditer(clause)
if x.start() <= item_at]
actions += [(x.start(), "aside") for x in _DISPLACES.finditer(clause)
if x.start() <= item_at]
action = max(actions, default=(-1, ""))[1]
if action == "aside" and _OPENS_GARMENT.search(clause[:item_at]):
if _COMPLETES_OFF.search(re.split(r"[.;!?]", beat[m.end():])[0]):
action = "off"
local_who = names_in(clause, cast)
wearer_g = _wearer(clause, local_who, subject)
p = self.person(wearer_g)
if action == "off":
if key not in [_garment_key(x) for x in p.removed]: if key not in [_garment_key(x) for x in p.removed]:
p.removed.append(g) p.removed.append(g)
changed["removed"].append((wearer_g, g)) changed["removed"].append((wearer_g, g))
@@ -1485,7 +1700,7 @@ class SceneState:
p.displaced = [x for x in p.displaced p.displaced = [x for x in p.displaced
if _garment_key(x) != key] if _garment_key(x) != key]
_bare_on(p, region_of(g)) _bare_on(p, region_of(g))
elif _PUTS_ON.search(beat): elif action == "on":
if key not in [_garment_key(x) for x in p.worn]: if key not in [_garment_key(x) for x in p.worn]:
p.worn.append(g) p.worn.append(g)
changed["worn"].append((wearer_g, g)) changed["worn"].append((wearer_g, g))
@@ -1496,7 +1711,7 @@ class SceneState:
# dresses is told for the rest of the film that the region is # dresses is told for the rest of the film that the region is
# bare, over the garment she just put on. # bare, over the garment she just put on.
_bare_off(p, region_of(g)) _bare_off(p, region_of(g))
elif _DISPLACES.search(beat): elif action == "aside":
if key not in [_garment_key(x) for x in p.displaced]: if key not in [_garment_key(x) for x in p.displaced]:
p.displaced.append(g) p.displaced.append(g)
changed["displaced"].append((wearer_g, g)) changed["displaced"].append((wearer_g, g))
@@ -1506,7 +1721,11 @@ class SceneState:
# ever said what was on the chest. # ever said what was on the chest.
_nude = nudity_in(beat) _nude = nudity_in(beat)
if _nude: if _nude:
for n in (who or ([subject] if subject else [])): nude_at = min((m.start() for rx, _regions in _NUDITY_RX
for m in rx.finditer(beat)), default=len(beat))
located = [(abs(beat.find(n) - nude_at), n) for n in who if beat.find(n) >= 0]
owners = [min(located)[1]] if located else ([subject] if subject else [])
for n in owners:
q = self.person(n) q = self.person(n)
_bare_on(q, _nude) _bare_on(q, _nude)
# ...and it takes the garments OFF. Saying somebody is topless # ...and it takes the garments OFF. Saying somebody is topless
+739
View File
@@ -0,0 +1,739 @@
# H3-LongVideos -- https://github.com/Smite79/MiniMax-H3-LongVideos
# Copyright (c) 2026 Smite79. All rights reserved.
# Redistribution, in whole or in part, requires written permission.
# This notice may not be removed or altered. See LICENSE.
"""Sampling, decoding, resizing, memory handling, and frame assembly."""
import math
import torch
import nodes
import comfy.utils
import comfy.sample
import comfy.samplers
import comfy.nested_tensor
import comfy.model_management as mm
import latent_preview
class FrameAccumulator:
"""Build the final frame tensor once, retaining overflow only when necessary."""
def __init__(self, capacity, dtype, store_on_cpu):
self.capacity = int(capacity)
self.dtype = dtype
self.store_on_cpu = bool(store_on_cpu)
self.tensor = None
self.used = 0
self.overflow = []
def add(self, frames):
count = int(frames.shape[0])
if self.tensor is None and count:
device = torch.device("cpu") if self.store_on_cpu else frames.device
self.tensor = torch.empty(
(max(count, self.capacity),) + tuple(frames.shape[1:]),
dtype=self.dtype, device=device)
if (not self.overflow and self.tensor is not None
and self.used + count <= self.tensor.shape[0]):
self.tensor[self.used:self.used + count].copy_(frames)
self.used += count
return
self.overflow.append(frames.to("cpu", self.dtype, copy=True)
if self.store_on_cpu else frames)
def release(self):
"""Drop every tensor held, now, rather than whenever the collector gets to it.
On an interrupt the render unwinds through frames the collector tears down in
its own order, and a large video buffer freed after the models it was sized
against have already gone is a free the allocator cannot explain. Deliberately
does NOT empty the cache: that is another CUDA call, and if the context is
already in a sticky error state it is one more thing to abort inside."""
self.tensor = None
self.overflow = []
self.used = 0
def finish(self):
if not self.overflow:
if self.tensor is None:
return torch.cat(self.overflow, dim=0)
if self.used == self.tensor.shape[0]:
out = self.tensor
else:
# COMPACT, never a slice. A slice of a larger buffer keeps the WHOLE
# buffer's storage alive, which is the retention this class exists to
# prevent -- and test_the_chain_is_never_held_twice measures exactly
# that, demanding no unused bytes behind the returned tensor.
#
# There is slack because the capacity is now an upper bound: it can no
# longer assume trim_seam drops a frame at every seam, since a shot that
# opens on no keyframe keeps its first frame. Over-allocating by at most
# one frame per seam and compacting once is the bounded cost. The
# alternative -- an exact guess that can be too small -- drops into the
# overflow list, which with cleanup_between_shots off holds every shot's
# decoded frames live on the GPU until the end of the run.
out = torch.empty((self.used,) + tuple(self.tensor.shape[1:]),
dtype=self.dtype, device=self.tensor.device)
out.copy_(self.tensor[:self.used])
self.tensor = None
return out
extra = sum(int(piece.shape[0]) for piece in self.overflow)
reference = self.tensor if self.tensor is not None else self.overflow[0]
out = torch.empty((self.used + extra,) + tuple(reference.shape[1:]),
dtype=self.dtype, device=reference.device)
if self.tensor is not None and self.used:
out[:self.used].copy_(self.tensor[:self.used])
at = self.used
while self.overflow:
piece = self.overflow.pop(0)
count = int(piece.shape[0])
out[at:at + count].copy_(piece)
at += count
self.tensor = None
return out
H3_FPS = 24 # H3 renders 24 fps, always
AUDIO_LATENT_FPS = 40 # audio latent frames per second
AUTO_TILE_T = 8 # temporal chunk for a tiled decode
MAX_FRAMES = 362 # H3's own ceiling (~15s)
CANVAS_MULTIPLE = 32
REF_IMAGE_SHORT_EDGE = 2048
def align_frame_count(n):
"""Up to the next valid H3 frame count. The grid is 17k+5."""
n = max(5, int(n))
while n % 17 != 5:
n += 1
return min(n, MAX_FRAMES)
def video_latent_t(fc):
return 2 if fc <= 5 else ((fc - 5) // 17) * 5 + 2
def temporal_shape(length, fps=H3_FPS):
"""(frame count, video latent frames, audio latent frames) for a shot.
`fps` is accepted but deliberately IGNORED: the audio latent has to line up
with 24 fps video or the shot's sound is stretched against its picture."""
fc = align_frame_count(length)
return fc, video_latent_t(fc), round(fc / H3_FPS * AUDIO_LATENT_FPS)
def ref_image_canvas(w, h, gen_w, gen_h, mode="match"):
"""Pure: the (width, height) a reference image is encoded at.
'match' scales it (DOWN only, aspect kept) to the generation's pixel area, so a
reference costs about as much as one frame of the shot. 'max' goes to the
reference pipeline's 2048 short edge for the best identity fidelity, which on a
long chain is several times slower because the rows are re-attended every step
of every shot. Never upscales: a small reference stays small."""
w, h = max(1, int(w)), max(1, int(h))
if mode == "max":
scale = min(1.0, REF_IMAGE_SHORT_EDGE / min(w, h))
else:
scale = min(1.0, math.sqrt((int(gen_w) * int(gen_h)) / float(w * h)))
snap = lambda v: max(CANVAS_MULTIPLE, round(v * scale / CANVAS_MULTIPLE) * CANVAS_MULTIPLE)
return snap(w), snap(h)
def _resize(image, width, height, crop):
s = image[..., :3].movedim(-1, 1)
s = comfy.utils.common_upscale(s, width, height, "lanczos", crop)
return s.movedim(1, -1)
def _empty_av_latent(width, height, length, fps, batch_size=1):
fc, lt, at = temporal_shape(length, fps)
video = torch.zeros([batch_size, 24, lt, height // 16, width // 16], device=mm.intermediate_device())
audio = torch.zeros([batch_size, 32, 2, at], device=mm.intermediate_device())
return {"samples": comfy.nested_tensor.NestedTensor((video, audio))}, fc
def _auto_tile_t(n_latent_frames, requested=None):
"""Temporal tile for a tiled decode. An explicit value wins.
The decode_tile_frames widget is gone, so this is where the value comes from
now. It has to come from somewhere: ComfyUI's decode_tiled_3d defaults tile_t
to 999, i.e. SPATIAL tiles only, and expanding the whole clip's time axis at
once is the single largest allocation in a run. A "tiled" decode that keeps the
full temporal extent barely lowers the peak, so the OOM retry that switches
tiling on was, without this, retrying with almost the same footprint."""
if requested:
return int(requested)
n = int(n_latent_frames or 0)
return AUTO_TILE_T if n > AUTO_TILE_T else None
def _decode_video(vae, out_latent, tiled, free_first=None, tile_t=None, tile_xy=None,
keep=()):
"""Decode the video latent.
`free_first` is the diffusion model: sampling is finished, and the video VAE
needs the room for THIS decode -- the free runs immediately before it, not to
make room for the next shot. On a card where the DiT is most of the VRAM, the
decode does not fit until it goes.
`keep` is what must NOT be evicted on the way. It was `keep_loaded=[]`, which
unloaded every resident model -- including the video VAE, which ComfyUI then
reloaded three lines later to run the decode. An evict-and-reload of the thing
about to be used, once per shot, on every card. Peak VRAM is identical either
way, since the VAE has to be resident to decode; the round trip was pure cost.
memory_required is ASKED FOR HONESTLY, which it was not. It was 1e30, and
free_memory computes `memory_to_free = memory_required - get_free_memory(device)`
(model_management.py:887), so 1e30 means "unload everything not in keep_loaded",
every shot, in full -- skipping partially_unload entirely.
What that evicts is the DiT, three lines before the next shot needs it again. On
a machine whose RAM is already full of finished frames there is nowhere for it to
go but disk, so the reload is a read from the drive, once per shot. Reported as
thrashing that slows the preload, and it is exactly that: the same weights being
read back at every boundary.
The VAE knows what its own decode costs -- ComfyUI sizes it with
memory_used_decode and uses that number everywhere else. Asked for that instead,
a card with headroom frees NOTHING and the DiT simply stays. A card without
headroom frees what it needs and no more, which is what partially_unload is for.
1e30 remains the fallback for a VAE that cannot estimate itself."""
latent = out_latent["samples"]
if latent.is_nested:
latent = latent.unbind()[0]
if free_first is not None:
try:
mm.free_memory(_decode_headroom(vae, latent), mm.get_torch_device(),
keep_loaded=_resident(keep or (vae,)))
except Exception:
pass
# A VAE THAT ALREADY TILES DOES NOT NEED TO BE ASKED TO, AND ASKING COSTS 3x.
#
# MiniMaxH3VideoVAE.decode_tiled is, in full:
#
# def decode_tiled(self, z, **kwargs):
# return self.decode(z)
#
# Every tile_t/overlap_t/tile_x/tile_y this function computes is discarded, so
# the tiling the widget promises is not happening here -- the model tiles
# internally either way (256px spatial, 17-frame temporal), which is why
# comfy/sd.py sets handles_tiling on it.
#
# What the detour costs is the OUTPUT BUFFER. comfy's VAE.decode preallocates
# ONE result at vae_output_dtype and hands it to the model as output_buffer=,
# and MiniMaxH3VideoVAE.decode_temporal writes finalized chunks straight into
# it. Going through decode_tiled instead reaches _decode_tiled_owned, which
# calls the model with output_buffer=None -- so decode_temporal allocates its
# own at torch.float32 -- and then makes an fp16 `copy=True` of that. Two
# buffers, the larger of them at double width:
#
# tiled : fp32 2.60GB + fp16 copy 1.30GB = 3.90GB per shot
# decode: one preallocated fp16 = 1.30GB per shot
#
# at 362 frames of 1056x608. Every shot, on the node's own default.
#
# So: when the VAE owns its tiling AND can be written into, the un-tiled call IS
# the tiled one, minus the copies. Anything else keeps the old path -- this is a
# detour around a detour, not a claim that tiling is useless.
_owns_tiling = bool(getattr(vae, "handles_tiling", False) and getattr(
getattr(vae, "first_stage_model", None), "comfy_has_chunked_io", False))
if tiled and _owns_tiling:
imgs = vae.decode(latent)
elif tiled:
# Temporal + spatial tiling. Without tile_t the VAE expands the WHOLE latent
# clip at once, which on a 243-frame 1344x768 shot is the single largest
# allocation in the run -- and on an unpruned checkpoint that is already
# streaming, it is what tips the card over. Decoding in temporal chunks
# trades a little speed for a much lower peak; None keeps ComfyUI's defaults.
args = {}
tile_t = _auto_tile_t(latent.shape[2] if latent.ndim >= 5 else 0, tile_t)
if tile_t:
args["tile_t"] = int(tile_t)
args["overlap_t"] = max(1, int(tile_t) // 8)
if tile_xy:
args["tile_x"] = int(tile_xy)
args["tile_y"] = int(tile_xy)
try:
imgs = vae.decode_tiled(latent, **args) if args else vae.decode_tiled(latent)
except TypeError:
imgs = vae.decode_tiled(latent) # older signature without tile_t
else:
imgs = vae.decode(latent)
if len(imgs.shape) == 5:
imgs = imgs.reshape(-1, imgs.shape[-3], imgs.shape[-2], imgs.shape[-1])
return imgs
def _decode_audio(audio_vae, out_latent):
latent = out_latent["samples"]
if latent.is_nested:
latent = latent.unbind()[-1]
audio = audio_vae.decode(latent).movedim(-1, 1)
std = torch.std(audio, dim=[1, 2], keepdim=True) * 5.0
std[std < 1.0] = 1.0
audio = audio / std
sr = getattr(audio_vae, "audio_sample_rate_output", getattr(audio_vae, "audio_sample_rate", 44100))
return {"waveform": audio, "sample_rate": sr}
def _is_oom(e):
return isinstance(e, torch.cuda.OutOfMemoryError) or "out of memory" in str(e).lower()
def _deep_cleanup():
"""Release cached VRAM between shots so a long chain does not accumulate and OOM.
It unloads NOTHING. soft_empty_cache(force) ignores `force` in current ComfyUI
(model_management.py:2050) -- the body only reaches empty_cache() and
ipc_collect() -- so this drops cached blocks, not models. The `True` is kept
only for older builds that read it; the older comment here claimed this took an
unload_all_models path, and it does not."""
try:
mm.soft_empty_cache(True)
except TypeError:
mm.soft_empty_cache()
try:
if torch.cuda.is_available():
torch.cuda.empty_cache()
torch.cuda.ipc_collect()
except Exception:
pass
DECODE_HEADROOM = 1.25 # over ComfyUI's own estimate, for working allocations
SAMPLE_HEADROOM = 1.35 # likewise for sampling, which is the longer stretch
def _decode_headroom(vae, latent):
"""VRAM this decode actually needs, by the VAE's own estimate. 1e30 if unknown.
ComfyUI sizes every VAE with memory_used_decode and uses that number itself, so
it is the honest figure to hand free_memory. The alternative -- and what was here
-- is 1e30, which means "unload everything" and evicts the DiT before every
decode, three lines before the next shot reloads it.
1e30 on failure rather than 0: a bad estimate that frees too little turns a slow
render into an OOM, and a wrong guess should fall back to the behaviour that has
been running, not to no freeing at all."""
try:
dtype = getattr(vae, "vae_dtype", None) or latent.dtype
need = float(vae.memory_used_decode(tuple(latent.shape), dtype))
if need > 0:
return need * DECODE_HEADROOM
except Exception:
pass
return 1e30
def _resident(models):
"""The LoadedModel entries ComfyUI currently holds for `models`.
That is the form free_memory's keep_loaded wants: it compares against the
entries in current_loaded_models, not against the ModelPatcher objects a node
is holding. Anything not matched is simply not kept, so a model that is not
resident costs nothing here."""
out = []
for lm in list(getattr(mm, "current_loaded_models", [])):
for m in models or ():
if m is None:
continue
try:
if lm.model is m or getattr(lm, "model", None) is getattr(m, "model", None):
if lm not in out:
out.append(lm)
except Exception:
pass
return out
def _image_out_dtype():
"""The dtype ComfyUI itself hands between nodes on THIS install.
The join used to end in a hard-coded .float(), commented "back to what every
downstream node expects". That was true when it was written and is not a
constant: ComfyUI has --fp16-intermediates, and on an install running it the
VAE's own decode already returns fp16 -- VAE.vae_output_dtype() IS
model_management.intermediate_dtype() (comfy/sd.py) -- as do EmptyLatentImage
and the rest of nodes.py. So on that install the node was taking frames the
VAE handed it in fp16, widening them to fp32 nothing had asked for, and
handing them to nodes whose own convention is fp16.
It is the largest thing this node holds, so the widening is not free: the
2580-frame chain costed at the join is 9.3GB as fp16 and 18.5GB as fp32,
against 44.6GB of staged weights on a 62GB machine -- which is the difference
between the render finishing and the OOM killer taking the server. Reported as
exactly that, twice.
Asked, not assumed, and never widened: whatever ComfyUI says it wants between
nodes is what the chain is built in. An install with the flag off is told
float32 and gets float32, byte for byte what it got before. Older builds have
no intermediate_dtype at all, so the fallback is the old constant."""
try:
return mm.intermediate_dtype()
except Exception:
return torch.float32
def _evict_all_but(keep_model, latent=None):
"""Unload every model EXCEPT the diffusion model from the GPU.
This is the fix for VRAM ratcheting across a long chain. soft_empty_cache()
only drops the CUDA allocator's cached blocks -- it does NOT unload models, so
ComfyUI keeps the Qwen3-VL text encoder (~14.6GB) and both VAEs resident in
current_loaded_models alongside the DiT. Each shot re-encodes the prompt
(text encoder), encodes the handoff keyframe (video VAE), then samples (DiT),
so all three compete for the card.
ComfyUI does free ahead of each load -- load_models_gpu() calls free_memory()
for what it is about to need (model_management.py:975), so the weight path is
not purely reactive. What it cannot size for is a long chain's ACTIVATIONS on
a card where the DiT is most of the VRAM. Freeing explicitly, right after
conditioning is built and before sampling, keeps only what the sampler needs.
ASKED FOR HONESTLY, and this is the expensive one. free_memory computes
`memory_to_free = memory_required - get_free_memory(device)`, so 1e30 meant
"unload everything but the DiT" on every shot, unconditionally -- on a 48GB card
with room for all of it as readily as on a 16GB one. What it unloads is the
~14.6GB text encoder and both VAEs, and the next shot re-encodes the prompt and
the handoff keyframe, so all three come straight back. On a machine whose RAM is
already full of finished frames they come back from DISK, once per shot, which is
the thrashing this was reported as.
The DiT can size its own activations -- memory_required(shape) is what ComfyUI
itself calls before a load -- so ask for that. A card with room frees nothing and
keeps the encoder resident; a card without frees exactly as much as it must.
1e30 stays the fallback, because a bad estimate that frees too little turns a
slow render into an OOM."""
need = 1e30
try:
if latent is not None:
shape = latent["samples"].shape if isinstance(latent, dict) else latent.shape
need = float(keep_model.model.memory_required(tuple(shape))) * SAMPLE_HEADROOM
if not (need > 0):
need = 1e30
except Exception:
need = 1e30
try:
mm.free_memory(need, mm.get_torch_device(),
keep_loaded=_resident([keep_model]))
except Exception:
try:
mm.soft_empty_cache(True)
except Exception:
pass
def _sample_on_sigmas(model, seed, cfg, sampler_name, positive, negative, latent, sigmas):
"""common_ksampler, driven by an EXTERNAL sigma schedule.
common_ksampler derives its sigmas from (sampler_name, scheduler, steps, denoise)
and takes no schedule argument, so a schedule computed anywhere else cannot
reach it. Under PDD that is fatal rather than merely inconvenient: the heads
accept only their nine trained boundaries, and re-deriving the grid from
widgets means hitting it by coincidence and losing it again the moment a step
count changes.
Mirrors nodes.common_ksampler's noise / mask / callback handling exactly -- the
only substitution is comfy.sample.sample_custom for comfy.sample.sample."""
latent_image = latent["samples"]
latent_image = comfy.sample.fix_empty_latent_channels(
model, latent_image,
latent.get("downscale_ratio_spacial", None),
latent.get("downscale_ratio_temporal", None))
noise = comfy.sample.prepare_noise(latent_image, seed, latent.get("batch_index"))
# `steps` here only sizes the progress bar -- the schedule is `sigmas`, whose
# step count is one less than its length (the trailing 0.0 is an endpoint).
callback = latent_preview.prepare_callback(model, max(len(sigmas) - 1, 1))
samples = comfy.sample.sample_custom(
model, noise, cfg, comfy.samplers.sampler_object(sampler_name), sigmas,
positive, negative, latent_image,
noise_mask=latent.get("noise_mask"), callback=callback,
disable_pbar=not comfy.utils.PROGRESS_BAR_ENABLED, seed=seed)
out = latent.copy()
out.pop("downscale_ratio_spacial", None)
out.pop("downscale_ratio_temporal", None)
out["samples"] = samples
return out
RESIZE_CHUNK = 32
def _stream_chunks(total):
"""A collector that writes upscaled chunks into ONE destination as they land.
Both chunk loops in _upscale_frames used `out.append(...)` then
`frames = torch.cat(out, dim=0)`. That is the shape the finished-chain join was
rebuilt to stop, at a LARGER size: the list holds the whole upscaled chain and
the cat allocates a second one, both live at the cat, and `out` is a local that
is never cleared -- so it survives the cat, survives the trailing resize, and is
still bound at the return. Meanwhile the CALLER's pre-upscale chain cannot be
dropped either, because `part = frames[s:s+batch]` is a view into it.
At 2580 frames of 1056x608 that is 9.26GB per copy per doubling: 37GB x2 at 2x,
and 148GB x2 with the RealESRGAN_x4plus that is sitting in models/upscale_models.
Preallocating from the first chunk and copying into it removes exactly one of
those two, and drops the list at the same time.
The destination is sized from the FIRST chunk, so the model's scale factor does
not have to be known in advance, and the frame count is the caller's own -- an
upscaler changes width and height, never the number of frames."""
state = {"dst": None, "at": 0}
def put(piece):
if state["dst"] is None:
state["dst"] = torch.empty((int(total),) + tuple(piece.shape[1:]),
dtype=piece.dtype, device=piece.device)
k = int(piece.shape[0])
end = min(state["at"] + k, state["dst"].shape[0])
if end > state["at"]:
state["dst"][state["at"]:end].copy_(piece[:end - state["at"]])
state["at"] = end
def done():
d, at = state["dst"], state["at"]
if d is None:
return None
return d if at == d.shape[0] else d[:at]
return put, done
def _resize_short_edge(frames, target, method="lanczos", chunk=0):
"""Resize a [B,H,W,C] frame batch so its short edge == target (keeping aspect,
snapped to /32). Plain high-quality resize -- enlarges, doesn't add detail.
IN CHUNKS, BECAUSE LANCZOS IS FOUR FULL-LENGTH COPIES. The whole chain went
into one common_upscale call, and comfy.utils.lanczos is three successive list
comprehensions over every frame at once:
images = [Image.fromarray(...) for image in samples] # N at source size
images = [image.resize(...) for image in images] # N at target size
images = [torch.from_numpy(np.array(im).astype(np.float32)/255.) ...]
result = torch.stack(images)
return result.to(samples.device, samples.dtype)
A comprehension builds the new list completely before rebinding the name, so at
each rebind BOTH are live; then torch.stack allocates a full copy while its list
still exists, and .to() allocates the result while the stack still exists. Note
the astype(np.float32): the input is fp16 but the two largest transients are at
DOUBLE its width. At 2580 frames to a 1080 short edge that peaked around 147GB
to produce a 29GB result, and it fires on a DOWNSCALE too.
Chunked, the peak is the result plus one chunk's worth of that machinery. It is
bit-identical: PIL resizes each frame independently, so per-chunk and per-chain
give the same pixels. The early return for an already-correct size is kept, so
the common no-op case still allocates nothing."""
b, h, w, c = frames.shape
if min(h, w) == target:
return frames
if h <= w:
nh = target; nw = max(32, int(round(target * w / h / 32) * 32))
else:
nw = target; nh = max(32, int(round(target * h / w / 32) * 32))
step = max(1, int(chunk) or RESIZE_CHUNK)
out = torch.empty((b, nh, nw, c), dtype=frames.dtype, device=frames.device)
for i in range(0, b, step):
part = comfy.utils.common_upscale(
frames[i:i + step].movedim(-1, 1), nw, nh, method, "disabled")
out[i:i + step].copy_(part.movedim(1, -1))
del part
return out
def _upscale_frames(frames, mode, model_name, target_short_edge, batch=4):
"""Optional post-pass upscale of the finished frames (on CPU).
mode 'model' : run a ComfyUI upscale model (Real-ESRGAN/UltraSharp class)
via the registered loader+apply nodes, chunked with cleanup
so 2000+ frames don't OOM; then fit to target short edge.
mode 'rtx' : NVIDIA RTX Video Super Resolution (Tensor Cores; fastest,
best quality for video -- needs Nvidia_RTX_Nodes_ComfyUI).
mode 'lanczos' : plain high-quality resize to the target short edge.
Any failure falls back to lanczos (or the raw frames), so it never breaks a
render. Returns (frames, note). NOTE: this SHARPENS/ENLARGES; it does not
reconstruct video detail the way a second-model (LTX 2.3) pass does."""
if mode == "off" or frames is None or getattr(frames, "shape", [0])[0] == 0:
return frames, ""
note = ""
if mode == "rtx":
# NVIDIA RTX Video Super Resolution (Comfy-Org/Nvidia_RTX_Nodes_ComfyUI).
# Runs on RTX Tensor Cores -- far faster than ESRGAN-class models and
# generally cleaner on video, though like them it enhances/enlarges rather
# than reconstructing detail (an LTX 2.3 re-generation does that).
try:
rtx = (_find_node(["rtx", "video", "super"]) or _find_node(["rtxvideosuperresolution"])
or _find_node(["rtx", "upscale"]))
if rtx is None:
raise RuntimeError("RTX node not installed (Nvidia_RTX_Nodes_ComfyUI)")
scale = 2
if target_short_edge and int(target_short_edge) > 0:
cur = min(frames.shape[1], frames.shape[2])
if cur > 0:
scale = max(1, min(4, int(round(int(target_short_edge) / cur))))
_put, _done = _stream_chunks(frames.shape[0])
n = frames.shape[0]
step = max(1, int(batch))
for st in range(0, n, step):
part = frames[st:st + step]
res = None
for kw in ({"image": part, "scale": scale}, {"images": part, "scale": scale},
{"image": part, "scale_factor": scale}, {"image": part}):
try:
res = _invoke_node(rtx, **kw); break
except TypeError:
continue
if res is None:
raise RuntimeError("RTX node signature not recognized")
_put(res.detach().to("cpu"))
del res, part
_deep_cleanup()
frames = _done()
note = f"RTX Video Super Resolution x{scale}"
if target_short_edge and int(target_short_edge) > 0:
frames = _resize_short_edge(frames, int(target_short_edge))
note += f"; fit to {int(target_short_edge)}px short edge"
return frames, note
except Exception as e:
mode = "model"
note = f"RTX upscale unavailable ({e}); fell back to model/lanczos"
if mode == "model" and model_name and model_name != "none":
try:
loader = _find_node(["upscale", "model", "load"]) or _find_node(["loadupscalemodel"])
applier = _find_node(["imageupscale", "model"]) or _find_node(["upscaleimageusingmodel"])
if loader is None or applier is None:
raise RuntimeError("upscale-model nodes not found")
up_model = _invoke_node(loader, model_name=model_name)
_put, _done = _stream_chunks(frames.shape[0])
n = frames.shape[0]
for s in range(0, n, max(1, int(batch))):
part = frames[s:s + max(1, int(batch))]
res = _invoke_node(applier, upscale_model=up_model, image=part)
_put(res.detach().to("cpu"))
del res, part
_deep_cleanup()
frames = _done()
note = f"upscaled with {model_name}"
except Exception as e:
mode = "lanczos"
note = f"model upscale unavailable ({e}); used lanczos"
if target_short_edge and int(target_short_edge) > 0:
try:
frames = _resize_short_edge(frames, int(target_short_edge))
note = (note + "; " if note else "") + f"fit to {int(target_short_edge)}px short edge"
except Exception as e:
note = (note + "; " if note else "") + f"resize failed ({e})"
elif mode == "lanczos" and not note:
note = "lanczos selected but no target set -> unchanged"
return frames, note
def _find_node(substrings):
"""Find a registered node whose key contains all of `substrings` (lowercased)."""
maps = getattr(nodes, "NODE_CLASS_MAPPINGS", {}) or {}
for k, v in maps.items():
kl = k.lower()
if all(s in kl for s in substrings):
return v
return None
def _invoke_node(cls, **kwargs):
"""Call a registered ComfyUI node (V1 FUNCTION or V3 execute) with kwargs and
return its first output. Used to reuse ComfyUI's own upscale-model loader/apply
so we don't reimplement spandrel loading or tiled scaling."""
inst = cls()
fn = None
if getattr(cls, "FUNCTION", None) and hasattr(inst, cls.FUNCTION):
fn = getattr(inst, cls.FUNCTION)
else:
for cand in ("execute", "upscale", "load_model", "load"):
if hasattr(inst, cand):
fn = getattr(inst, cand); break
if fn is None:
raise RuntimeError("no callable entrypoint")
out = fn(**kwargs)
out = getattr(out, "result", out)
return out[0] if isinstance(out, (tuple, list)) else out
# --- THE GRADE THE CHAIN ADDS TO ITSELF -------------------------------------
# Every shot boundary decodes a shot, hands its LAST frame over, and re-encodes that as
# the next shot's keyframe. The distill reproduces the keyframe faithfully enough to
# inherit whatever is already in it and SYNTHESISES frame 0 rather than copying it, so
# its own bias lands on top: S_next = a*S + b, a near 1, b above 0. Linear at best,
# geometric at worst, invisible shot to shot. And the VAE hard-clips every decode to
# 0..1, which makes the expansion a RATCHET -- headroom spent is not recoverable, so it
# shows as crushed blacks and blown highlights rather than merely as more contrast.
#
# These two are the measurement and the correction. Both work per colour channel,
# because the clip is per channel: the VAE un-whitens with ImageNet stds before it
# clamps, so the 0..1 rails sit at different distances in each channel and the blue
# floor and red ceiling bite first. A single luma number would miss the colour half.
LEVEL_POOL = 64 # cells per axis the level statistics are measured on
def frame_levels(img):
"""(mean, std) per colour channel for one frame, as 3-vectors, or (None, None).
Area-pooled to LEVEL_POOL first, so a pre-upscale frame and an upscaled one can be
compared: pooling measures the PICTURE's levels rather than its resolution. Measured
across a 2x resize, std agrees to 0.28% on picture-like content -- and to only 15%
on pure noise, because pooling cannot preserve variance that lives entirely at the
pixel scale. Real frames are the former, and whatever residual there is cancels
anyway: the caller measures the same pipeline difference separately and subtracts it.
float32 throughout, deliberately: these frames are fp16 under
--fp16-intermediates, and an fp16 mean accumulated over a 1344x768 frame biases
badly enough to matter at the sizes being corrected here."""
x = img
if x.dim() == 4:
x = x[0]
if x.dim() != 3 or int(x.shape[-1]) < 3:
return None, None
if int(x.shape[0]) < 2 or int(x.shape[1]) < 2:
return None, None
x = x[..., :3].float().permute(2, 0, 1).unsqueeze(0)
p = torch.nn.functional.adaptive_avg_pool2d(x, LEVEL_POOL)[0].reshape(3, -1)
return p.mean(dim=1), p.std(dim=1)
# The per-shot motion envelope lived here, measured so the built footsteps could be
# timed off the picture. Nothing is built any more -- see the note at the top of
# audio.py -- so there is nothing left to time, and a measurement with no reader is a
# measurement that rots. Removed with the synthesiser it served.
def apply_levels(img, gain, offset):
"""Rescale a frame's contrast and level about its OWN per-channel mean.
The pivot is the frame's own mean and never a target. That is the whole reason this
can run on any scene: a beat that walks into a darker room keeps its darkness,
because nothing here knows or cares what the level is -- only how much the last
boundary expanded it. Anchoring to shot 1 instead would cancel every deliberate
lighting change in the film, which is the opposite failure.
Clamped into 0..1 because the next thing that happens to this frame is an 8-bit
quantisation (comfy.utils.common_upscale goes through a uint8 PIL round trip even
at the same size), so there is no headroom outside the range to borrow from."""
x = img.float()
c = min(3, int(x.shape[-1]))
m = x[..., :c].reshape(-1, c).mean(dim=0)
g = gain[:c].to(device=x.device, dtype=x.dtype)
o = offset[:c].to(device=x.device, dtype=x.dtype)
y = x.clone()
y[..., :c] = ((x[..., :c] - m) * g + m + o).clamp(0.0, 1.0)
return y.to(img.dtype)
+109
View File
@@ -0,0 +1,109 @@
# H3-LongVideos -- https://github.com/Smite79/MiniMax-H3-LongVideos
# Copyright (c) 2026 Smite79. All rights reserved.
# Redistribution, in whole or in part, requires written permission.
# This notice may not be removed or altered. See LICENSE.
"""Per-shot records passed from prompt planning to rendering."""
from dataclasses import dataclass, field
@dataclass
class Shot:
prompt: str
cast: list[str]
speech: bool
sounded: bool
voiced_only: bool
events: list[str]
frame_count: int = 0
refs: list[object] = field(default_factory=list)
line_seconds: float = 0.0 # the planner's estimate of the spoken line, words / WORDS_PER_SEC
@dataclass
class ShotPlan:
shots: list[Shot] = field(default_factory=list)
@property
def prompts(self):
return [shot.prompt for shot in self.shots]
def add(self, prompt, cast, speech, sounded, voiced_only, events):
shot = Shot(prompt, list(cast or ()), bool(speech), bool(sounded),
bool(voiced_only), list(events or ()))
self.shots.append(shot)
def set_frame_counts(self, counts):
counts = [int(n) for n in counts]
if len(counts) != len(self.shots) or any(n <= 0 for n in counts):
raise ValueError("frame counts must be positive and match the planned shots")
for shot, count in zip(self.shots, counts):
shot.frame_count = count
def validate(self):
if any(shot.frame_count <= 0 for shot in self.shots):
raise ValueError("each shot needs a positive frame count before rendering")
return self
def __len__(self):
return len(self.shots)
@dataclass
class PreparedVideo:
"""Resolved inputs consumed by the render stage; model/tensor handles are shared."""
_placed_shots: object
_first_is_plate: object
_returns: object
_soft_landing: object
_tagged_names: object
ambient_audio: object
ambient_level: float
apply_model_sampling: bool
audio_vae: object
auto_sound: bool
bared_shots: object
cfg: float
cleanup_between_shots: bool
clip: object
first_frame: object
foley_level: float
h: int
latent_upscale: str
latent_upscale_scale: float
megapixels: float
model: object
moved_shots: object
negative: object
notes: list[str]
plan: ShotPlan
ref_noise_aug: float | None
restart_after_removal: bool
revealed_shots: object
sampler_name: str
scheduler: str
seed: int
shift_audio: float
shift_video: float
sigmas: object
silence_nonspeech: bool
speech_lead_seconds: float
speech_tail_seconds: float
hold_levels: float
handoff_frames: int
staging_shots: object
steps: int
stripped_shots: object
cut_shots: object
tiled_decode: bool
trim_seam: bool
upscale: str
upscale_batch: int
upscale_model: str
upscale_target_short_edge: int
vae: object
w: int
shot_rooms: object = None # {0-based shot: (room it opens in, room it ends in)}
hardware_changed: object = None # 1-based shots that put hardware on or take it off
shot_frames: object = None # {0-based shot: (who its frames show, who is still there at its end)}
reentry_shots: object = None # {0-based shot: who walks in while the keyframe still has them}
File diff suppressed because it is too large Load Diff
+15 -8
View File
@@ -1253,13 +1253,13 @@ def curate_h3_prompt(
soundscape_text = _reference_text(soundscape) soundscape_text = _reference_text(soundscape)
bgm_text = _reference_text(bgm) bgm_text = _reference_text(bgm)
reference_description = "" reference_description = ""
individual_reference_descriptions = [] selected_reference_descriptions = []
if selected: if selected:
individual_reference_descriptions = [ selected_reference_descriptions = [
_reference_context(ref, picture_number) _reference_context(ref, picture_number)
for picture_number, (_slot, ref) in enumerate(selected, 1) for picture_number, (_slot, ref) in enumerate(selected, 1)
] ]
reference_description = " ".join(individual_reference_descriptions) reference_description = " ".join(selected_reference_descriptions)
prompt_parts = [] prompt_parts = []
_append_prompt_section(prompt_parts, "Scene anchor", anchor_text) _append_prompt_section(prompt_parts, "Scene anchor", anchor_text)
@@ -1279,9 +1279,16 @@ def curate_h3_prompt(
prompt = prompt[: _H3_PROMPT_MAX_CHARS - 3].rstrip() + "..." prompt = prompt[: _H3_PROMPT_MAX_CHARS - 3].rstrip() + "..."
images = [_reference_image(ref) for _slot, ref in selected] images = [_reference_image(ref) for _slot, ref in selected]
images.extend([None] * (_H3_PROMPT_REF_SLOTS - len(images))) images.extend([None] * (_H3_PROMPT_REF_SLOTS - len(images)))
individual_reference_descriptions.extend( original_images = [
[""] * (_H3_PROMPT_REF_SLOTS - len(individual_reference_descriptions)) _reference_image(ref) if ref is not None else None
) for ref in normalized_refs
]
original_images.extend([None] * (_H3_PROMPT_REF_SLOTS - len(original_images)))
input_reference_descriptions = [
_reference_context(ref, slot_number) if ref is not None else ""
for slot_number, ref in enumerate(normalized_refs, 1)
]
input_reference_descriptions.extend([""] * (_H3_PROMPT_REF_SLOTS - len(input_reference_descriptions)))
debug = ( debug = (
f"Selected {len(selected)} reference(s): " f"Selected {len(selected)} reference(s): "
+ ", ".join( + ", ".join(
@@ -1299,8 +1306,8 @@ def curate_h3_prompt(
anchor_text, anchor_text,
soundscape_text, soundscape_text,
bgm_text, bgm_text,
*images[:_H3_PROMPT_REF_SLOTS], *original_images[:_H3_PROMPT_REF_SLOTS],
*individual_reference_descriptions[:_H3_PROMPT_REF_SLOTS], *input_reference_descriptions[:_H3_PROMPT_REF_SLOTS],
) )
+74 -100
View File
@@ -8,32 +8,15 @@ const DEFAULT_W = 520;
const DEFAULT_H = 340; const DEFAULT_H = 340;
const DEFAULT_BEAT = "Describe this beat."; const DEFAULT_BEAT = "Describe this beat.";
const STATE_PROPERTY = "dumas_h3_beat_prompt_state"; const STATE_PROPERTY = "dumas_h3_beat_prompt_state";
const CONTINUITY_OPTIONS = ["", "soft carry", "hard cut", "keyframe carry", "handoff ref"];
const REF_MODE_OPTIONS = ["", "auto ref2v", "where tagged", "first shot", "every shot", "every shot + handoff ref"];
const MANAGED_DIRECTIVES = { const MANAGED_DIRECTIVES = {
seconds: ["seconds", "duration"], remove: ["remove", "removed", "off"],
continuity: ["continuity"], add: ["add", "wear", "wearing"],
ref_mode: ["ref_mode"],
ref_noise_aug: ["ref_noise_aug"],
anchor_add: ["anchor_add"],
overall_soundscape: ["overall_soundscape", "soundscape"],
non_diegetic_music: ["non_diegetic_music", "music"],
}; };
const DIRECTIVE_EXAMPLES = [ const DIRECTIVE_EXAMPLES = [
["wardrobe set", "wardrobe: Maya = grey shorts, red jacket"], ["remove", "remove: red jacket"],
["wardrobe add", "wardrobe: Maya += red jacket"], ["off", "off: steel collar"],
["wardrobe remove", "wardrobe: Maya -= red jacket"], ["add", "add: white shirt underneath"],
["seconds", "seconds: 8"], ["wearing", "wearing: black coat"],
["exit", "exit: Maya"],
["enter", "enter: Jon"],
["continuity", "continuity: hard cut"],
["ref_mode", "ref_mode: every shot"],
["ref_noise_aug", "ref_noise_aug: 0.92"],
["anchor_add", "anchor_add: harsh sodium-vapor spill, wet pavement, long-lens compression"],
["overall_soundscape", "overall_soundscape: soft rain, distant traffic"],
["non_diegetic_music", "non_diegetic_music: tense analog synth pulse"],
["soundscape", "soundscape: fluorescent room tone, faint HVAC hum"],
["music", "music: low ominous cello and sparse percussion"],
]; ];
function injectCSS() { function injectCSS() {
@@ -183,7 +166,7 @@ function injectCSS() {
} }
function defaultState() { function defaultState() {
return { beats: [{ text: DEFAULT_BEAT }] }; return { scene: "", character_sheet: "", beats: [{ text: DEFAULT_BEAT }] };
} }
function normalizeState(value) { function normalizeState(value) {
@@ -200,7 +183,11 @@ function normalizeState(value) {
const normalized = beats.map((beat) => ({ const normalized = beats.map((beat) => ({
text: typeof beat?.text === "string" ? beat.text : String(beat?.text || ""), text: typeof beat?.text === "string" ? beat.text : String(beat?.text || ""),
})); }));
return normalized.length ? { beats: normalized } : defaultState(); return {
scene: typeof parsed.scene === "string" ? parsed.scene : String(parsed.scene || ""),
character_sheet: typeof parsed.character_sheet === "string" ? parsed.character_sheet : String(parsed.character_sheet || ""),
beats: normalized.length ? normalized : [{ text: DEFAULT_BEAT }],
};
} }
function readState(node) { function readState(node) {
@@ -321,6 +308,51 @@ function renderUI(node) {
node._dh3bpRenderedState = JSON.stringify(state); node._dh3bpRenderedState = JSON.stringify(state);
ui.list.innerHTML = ""; ui.list.innerHTML = "";
const buildTopTextarea = ({ labelText, placeholder, value, onInput }) => {
const card = document.createElement("div");
card.className = "dh3bp-beat";
const label = document.createElement("div");
label.className = "dh3bp-label";
label.textContent = labelText;
const textarea = document.createElement("textarea");
textarea.className = "dh3bp-text";
textarea.placeholder = placeholder;
textarea.value = value || "";
textarea.addEventListener("input", () => {
onInput(textarea.value);
updateTextareaHeight(textarea);
});
textarea.addEventListener("keydown", stopCanvasKeyboard);
card.append(label, textarea);
updateTextareaHeight(textarea);
return card;
};
ui.list.appendChild(buildTopTextarea({
labelText: "Scene paragraph",
placeholder: "Optional. Persistent location, lighting, camera, tone. Leave empty if you wire the Long Videos anchor input.",
value: state.scene,
onInput: (value) => {
const next = readState(node);
next.scene = value;
writeState(node, next);
},
}));
ui.list.appendChild(buildTopTextarea({
labelText: "Character sheet",
placeholder: "Optional. One character per line, e.g. Maya: 27, she, silver hair, red jacket, the woman in <Picture 1>.",
value: state.character_sheet,
onInput: (value) => {
const next = readState(node);
next.character_sheet = value;
writeState(node, next);
},
}));
state.beats.forEach((beat, index) => { state.beats.forEach((beat, index) => {
const card = document.createElement("div"); const card = document.createElement("div");
card.className = "dh3bp-beat"; card.className = "dh3bp-beat";
@@ -379,85 +411,27 @@ function renderUI(node) {
return wrap; return wrap;
}; };
const secondsInput = document.createElement("input"); const removeInput = document.createElement("input");
secondsInput.className = "dh3bp-input"; removeInput.className = "dh3bp-input";
secondsInput.type = "text"; removeInput.type = "text";
secondsInput.placeholder = "8"; removeInput.placeholder = "red jacket";
secondsInput.value = readDirectiveValue(beat.text, MANAGED_DIRECTIVES.seconds); removeInput.value = readDirectiveValue(beat.text, MANAGED_DIRECTIVES.remove);
secondsInput.addEventListener("input", () => { removeInput.addEventListener("input", () => {
applyTextUpdate(setDirectiveValue(textarea.value, "seconds", MANAGED_DIRECTIVES.seconds, secondsInput.value)); applyTextUpdate(setDirectiveValue(textarea.value, "remove", MANAGED_DIRECTIVES.remove, removeInput.value));
}); });
const continuitySelect = document.createElement("select"); const addInput = document.createElement("input");
continuitySelect.className = "dh3bp-select"; addInput.className = "dh3bp-input";
CONTINUITY_OPTIONS.forEach((value) => { addInput.type = "text";
const option = document.createElement("option"); addInput.placeholder = "white shirt underneath";
option.value = value; addInput.value = readDirectiveValue(beat.text, MANAGED_DIRECTIVES.add);
option.textContent = value || "Default"; addInput.addEventListener("input", () => {
continuitySelect.appendChild(option); applyTextUpdate(setDirectiveValue(textarea.value, "add", MANAGED_DIRECTIVES.add, addInput.value));
});
continuitySelect.value = readDirectiveValue(beat.text, MANAGED_DIRECTIVES.continuity);
continuitySelect.addEventListener("change", () => {
applyTextUpdate(setDirectiveValue(textarea.value, "continuity", MANAGED_DIRECTIVES.continuity, continuitySelect.value));
});
const refModeSelect = document.createElement("select");
refModeSelect.className = "dh3bp-select";
REF_MODE_OPTIONS.forEach((value) => {
const option = document.createElement("option");
option.value = value;
option.textContent = value || "Global";
refModeSelect.appendChild(option);
});
refModeSelect.value = readDirectiveValue(beat.text, MANAGED_DIRECTIVES.ref_mode);
refModeSelect.addEventListener("change", () => {
applyTextUpdate(setDirectiveValue(textarea.value, "ref_mode", MANAGED_DIRECTIVES.ref_mode, refModeSelect.value));
});
const refNoiseInput = document.createElement("input");
refNoiseInput.className = "dh3bp-input";
refNoiseInput.type = "text";
refNoiseInput.placeholder = "0.95";
refNoiseInput.value = readDirectiveValue(beat.text, MANAGED_DIRECTIVES.ref_noise_aug);
refNoiseInput.addEventListener("input", () => {
applyTextUpdate(setDirectiveValue(textarea.value, "ref_noise_aug", MANAGED_DIRECTIVES.ref_noise_aug, refNoiseInput.value));
});
const anchorInput = document.createElement("input");
anchorInput.className = "dh3bp-input";
anchorInput.type = "text";
anchorInput.placeholder = "extra per-shot style treatment";
anchorInput.value = readDirectiveValue(beat.text, MANAGED_DIRECTIVES.anchor_add);
anchorInput.addEventListener("input", () => {
applyTextUpdate(setDirectiveValue(textarea.value, "anchor_add", MANAGED_DIRECTIVES.anchor_add, anchorInput.value));
});
const soundscapeInput = document.createElement("input");
soundscapeInput.className = "dh3bp-input";
soundscapeInput.type = "text";
soundscapeInput.placeholder = "faint traffic, loose sign rattle";
soundscapeInput.value = readDirectiveValue(beat.text, MANAGED_DIRECTIVES.overall_soundscape);
soundscapeInput.addEventListener("input", () => {
applyTextUpdate(setDirectiveValue(textarea.value, "overall_soundscape", MANAGED_DIRECTIVES.overall_soundscape, soundscapeInput.value));
});
const musicInput = document.createElement("input");
musicInput.className = "dh3bp-input";
musicInput.type = "text";
musicInput.placeholder = "low pulsing synth tension";
musicInput.value = readDirectiveValue(beat.text, MANAGED_DIRECTIVES.non_diegetic_music);
musicInput.addEventListener("input", () => {
applyTextUpdate(setDirectiveValue(textarea.value, "non_diegetic_music", MANAGED_DIRECTIVES.non_diegetic_music, musicInput.value));
}); });
controls.append( controls.append(
buildField({ labelText: "Seconds", input: secondsInput }), buildField({ labelText: "Remove from memory", input: removeInput }),
buildField({ labelText: "Continuity", input: continuitySelect }), buildField({ labelText: "Add to memory", input: addInput }),
buildField({ labelText: "Ref Mode", input: refModeSelect }),
buildField({ labelText: "Ref Noise Aug", input: refNoiseInput }),
buildField({ labelText: "Anchor Add", className: "dh3bp-control-wide", input: anchorInput }),
buildField({ labelText: "Shot Soundscape", className: "dh3bp-control-wide", input: soundscapeInput }),
buildField({ labelText: "Shot Music", className: "dh3bp-control-wide", input: musicInput }),
); );
const directives = document.createElement("div"); const directives = document.createElement("div");
@@ -501,7 +475,7 @@ function setupNode(node) {
title.textContent = "Beat Prompt Builder"; title.textContent = "Beat Prompt Builder";
const subtitle = document.createElement("div"); const subtitle = document.createElement("div");
subtitle.className = "dh3bp-subtitle"; subtitle.className = "dh3bp-subtitle";
subtitle.textContent = "One textbox per H3 beat, plus per-shot controls for timing, ref behavior, continuity, anchor adds, and audio directives."; subtitle.textContent = "Upstream Long Videos format: optional scene, optional character sheet, then one blank-line-separated beat per shot.";
titleWrap.append(title, subtitle); titleWrap.append(title, subtitle);
const addButton = document.createElement("button"); const addButton = document.createElement("button");
+37 -10
View File
@@ -11,35 +11,62 @@ class DumasH3BeatPromptTests(unittest.TestCase):
state = self.module._parse_beat_prompt_state("not json") state = self.module._parse_beat_prompt_state("not json")
self.assertEqual( self.assertEqual(
state, state,
{"beats": [{"text": "Describe this beat."}]}, {
"scene": "",
"character_sheet": "",
"beats": [{"text": "Describe this beat."}],
},
) )
def test_assemble_prompt_joins_beats_with_blank_lines(self): def test_assemble_prompt_outputs_upstream_sections(self):
prompt = self.module._assemble_beat_prompt( prompt = self.module._assemble_beat_prompt(
{ {
"scene": "A rainy kitchen at night.",
"character_sheet": "Maya: 27, she, red jacket, silver hair.",
"beats": [ "beats": [
{"text": "A woman enters the room."}, {"text": "Maya enters the room."},
{"text": "wardrobe: Maya = red jacket\nShe sits at the table."}, {"text": "remove: red jacket\nadd: white shirt underneath\nShe sits at the table."},
{"text": " "}, {"text": " "},
{"text": "music: low synth pulse"},
] ]
} }
) )
self.assertEqual( self.assertEqual(
prompt, prompt,
( (
"A woman enters the room.\n\n" "A rainy kitchen at night.\n\n"
"wardrobe: Maya = red jacket\nShe sits at the table.\n\n" "Maya: 27, she, red jacket, silver hair.\n\n"
"music: low synth pulse" "Maya enters the room.\n\n"
"remove: red jacket\nadd: white shirt underneath\nShe sits at the table."
), ),
) )
def test_assemble_prompt_strips_old_dumas_directives(self):
prompt = self.module._assemble_beat_prompt(
{
"beats": [
{
"text": (
"seconds: 8\n"
"continuity: hard cut\n"
"ref_mode: every shot\n"
"soundscape: soft rain\n"
"music: low synth\n"
"Maya opens the cupboard.\n"
"remove: red jacket"
)
},
]
}
)
self.assertEqual(prompt, "Maya opens the cupboard.\nremove: red jacket")
def test_node_build_prompt_uses_hidden_state(self): def test_node_build_prompt_uses_hidden_state(self):
node = self.module.DumasH3BeatPromptNode() node = self.module.DumasH3BeatPromptNode()
result = node.build_prompt( result = node.build_prompt(
'{"beats":[{"text":"Beat one"},{"text":"Beat two"}]}' '{"scene":"Scene","character_sheet":"Maya: 27, she","beats":[{"text":"Beat one"},{"text":"Beat two"}]}'
) )
self.assertEqual(result, ("Beat one\n\nBeat two",)) self.assertEqual(result, ("Scene\n\nMaya: 27, she\n\nBeat one\n\nBeat two",))
if __name__ == "__main__": if __name__ == "__main__":
+22
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@@ -23,6 +23,16 @@ class DumasH3LongVideosUpstreamWrapperTests(unittest.TestCase):
"folder_paths", "folder_paths",
"dumas_h3_longvideos", "dumas_h3_longvideos",
"dumas_h3_longvideos_upstream", "dumas_h3_longvideos_upstream",
"dumas_h3_longvideos_engine",
"dumas_h3_longvideos_shot_plan",
"dumas_h3_longvideos_runtime",
"dumas_h3_longvideos_audio",
"dumas_h3_longvideos_conditioning",
"h3_engine",
"h3_shot_plan",
"h3_runtime",
"h3_audio",
"h3_conditioning",
) )
} }
@@ -112,8 +122,20 @@ class DumasH3LongVideosUpstreamWrapperTests(unittest.TestCase):
self.assertIn("first_frame", schema["optional"]) self.assertIn("first_frame", schema["optional"])
self.assertIn("ref_image_1", schema["optional"]) self.assertIn("ref_image_1", schema["optional"])
self.assertIn("latent_upscale", schema["optional"]) self.assertIn("latent_upscale", schema["optional"])
self.assertIn("speech_tail_seconds", schema["optional"])
self.assertIn("hold_camera", schema["optional"])
self.assertIn("verbatim", schema["optional"])
self.assertIn("handoff_frames", schema["optional"])
self.assertEqual(schema["optional"]["handoff_frames"][1]["default"], 1)
self.assertEqual(node_cls.RETURN_NAMES[0:4], ("images", "audio", "info", "script")) self.assertEqual(node_cls.RETURN_NAMES[0:4], ("images", "audio", "info", "script"))
def test_handoff_context_claim_names_reference_range(self):
upstream = importlib.import_module("dumas_h3_longvideos_upstream")
self.assertIn("<Picture 2> through <Picture 22>", upstream.handoff_context_claim(2, 22))
self.assertIn("no new subjects", upstream.handoff_context_claim(2, 22))
self.assertIn("<Picture 5>", upstream.handoff_context_claim(5, 5))
class _NullContext: class _NullContext:
def __enter__(self): def __enter__(self):
+42 -5
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@@ -503,13 +503,50 @@ class DumasImageNodeTests(unittest.TestCase):
self.assertEqual(result[13], "steady rain") self.assertEqual(result[13], "steady rain")
self.assertEqual(result[14], "low suspense music") self.assertEqual(result[14], "low suspense music")
self.assertIs(result[15], dave_image) self.assertIs(result[15], dave_image)
self.assertIs(result[16], cafe_image) self.assertIs(result[16], van_image)
self.assertIsNone(result[17]) self.assertIs(result[17], cafe_image)
self.assertIn("<Picture 1> Dave", result[24]) self.assertIn("<Picture 1> Dave", result[24])
self.assertNotIn("<Picture 2> Coffee Shop", result[24]) self.assertNotIn("<Picture 2> Coffee Shop", result[24])
self.assertIn("<Picture 2> Coffee Shop", result[25]) self.assertIn("<Picture 2> Blue Van", result[25])
self.assertIn("Location context for <Picture 2> Coffee Shop", result[25]) self.assertIn("scuffed blue delivery van", result[25])
self.assertEqual(result[26], "") self.assertIn("<Picture 3> Coffee Shop", result[26])
self.assertIn("Location context for <Picture 3> Coffee Shop", result[26])
self.assertNotIn("Blue Van", prompt)
def test_h3_prompt_curator_aux_reference_outputs_follow_input_sockets(self):
node = self.image_nodes.DumasH3PromptCuratorNode()
used_image = FakeTensorBatch()
unused_image = FakeTensorBatch()
used = self.image_nodes.make_reference(
kind="character",
image=used_image,
name="Maya",
description="short silver hair",
)
unused = self.image_nodes.make_reference(
kind="location",
image=unused_image,
name="Unused Warehouse",
description="rusted loading bay doors",
)
result = node.curate_prompt(
action_prompt="Maya waits in the rain.",
anatomy_guard="off",
subject_count_guard="off",
ref_1=used,
ref_2=unused,
)
self.assertIs(result[1], used_image)
self.assertIsNone(result[2])
self.assertEqual(result[10], 1)
self.assertNotIn("Unused Warehouse", result[0])
self.assertIs(result[15], used_image)
self.assertIs(result[16], unused_image)
self.assertIn("<Picture 1> Maya", result[24])
self.assertIn("<Picture 2> Unused Warehouse", result[25])
self.assertIn("rusted loading bay doors", result[25])
def test_h3_prompt_curator_renumbers_explicit_reference_tags(self): def test_h3_prompt_curator_renumbers_explicit_reference_tags(self):
node = self.image_nodes.DumasH3PromptCuratorNode() node = self.image_nodes.DumasH3PromptCuratorNode()