- family
- draft-to-finish
- modality
- render capture -> image -> image -> image -> image
- whyMultiModel
- Distinct from baseline base-refiner-draft-to-finish (generic T2I draft/refine/upscale) and from StableGen because it operates purely on existing Unreal actor geometry via viewport-camera depth/canny ControlNet projection (no mesh-generation stage), and chains four separately-named modes (Create/Refine/Edit/Upscale) each backed by a distinct model or LoRA variant, wired directly into the UE material graph.
- steps
- [object Object], [object Object], [object Object] +1 more
- controls
- Actor/viewpoint selection in the UE editor, single or multi point-of-view projection, ControlNet weight (canny/depth), edit target (texture region vs whole object), workflow JSON is user-editable in ComfyUI
- exampleStack
- UE viewport capture -> depth/canny ControlNet -> SDXL+LCM Create -> SDXL Base+Refiner Refine -> SDXL inpaint Edit -> 4x-UltraSharp Upscale -> applied as UE material
- useCases
[rapid environment art texturing directly inside the UE editor][iterative look-dev without leaving Unreal][targeted texture fixes on shipped game assets]
- pitfalls
- multi-viewpoint projection is explicitly marked work-in-progress in the plugin, so single-viewpoint consistency is the reliable path; needs 16GB+ VRAM recommended for SDXL workflows