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>>2667

>The problem with 0.4-0.5 is it almost always creates random errors.


Yeah, I get stuff like a second nose on the forehead and in some cases deformed mylittlepony-esque faces when I try anything above 0.35ish. Also very common are random dwarf versions of the char scattered around the pic.

>I get around this by plotting 3 or more gens


Well, that's the next noobishness I'll have to admit to; I've tried making x/y/z plots a while ago (allthough way back when I had to work with a 1070) but even though as far as I can tell I followed the guide(s) to the 't' I didn't manage to get any plot gens to work. I just accepted defeat back then and have not tried again so far. I'll have to look into it again.

>and then compositing: meaning I soft crop the good areas on the error ridden high denoise gens by erasing a layer on top of another.


yes, I basicly do the same in some cases, just with separate gens instead of a nice convenient plot and thus most likely not as extensive as could be.

>This is more an OCD perfectionist thing.


Well even though I may not have a well trained eye for it (and standards always differ from person to person) I too would still consider myself to be somewhere in the OCD-perfectionist category. So wherever I can improve (for reasonable costs and returns) I'm happy to do so. :)

>I don't think its behavior should be any different on forge. Forge handles loras differently but the tools should be exactly the same.


In theory yes, but according to some discussions on the git page of adetailer there also have to be at least some minor differences between the way weights are applied in forge vs a1111 when using adetailer. Adetailer -hands and even more so -feet worked relatively great for me with the right prompts (I'd say for around 80-90% of gens in SD1.5 and even in pony with a1111 I got somewhere around 60-70% straight useable results.)

But like I said, this is mostly just a convenience issue and at least faces still work good enough for me, as long as I keep the weights down.

> I just let multidiffusers enhance face and hand detail automatically. It does a good enough job and being a separate part of the process I don't need to worry about adetailer screwing up the gen


I'll have to experiment and see how well that'll work for me. More reasons to get x/y/z -plots working, I guess.

Allthough no matter how that'll work out, I dread what will happen when I finally get back to work on my biggest project yet, again. I've got a rather large multipanel story in progress that I've beeen working on for months prior to my old gpu breaking down. I'm around 2/3rds done with it but I'll have to finish it with SD1.5 and the older methods I used, not just in order to keep the style consistent but also because the whole project depends on some Loras only available for 1.5. If adetailer doesn't even work with those models like it used to I'll be in inpaint-hell, as you might put it. xD
Post number No.2670
Board Artificial Intelligence
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