PixaromaHelp
Help › Nodes › Editors

Sketch Pixaroma

Mark what to change on a picture (a box, a circle, a loop, an arrow or a word) and write the change beside it. Made for edit models like Flux 2 Klein, Qwen Image Edit and Kontext.

In ComfyUI: double-click an empty spot on the canvas and type Sketch Pixaroma.

How to use it

  • Wire a picture into image. From a Load Image it shows on the node right away, also through a Switch. After a run the node shows exactly the picture that came in.
  • Pick a tool and drag on the picture. The Box is the default and starts in red.
  • Every mark gets a number, and the cursor jumps to its note: type what to change there, like make the hat a red baseball cap, and press Enter.
  • Wire image into your edit model as the picture it edits, and prompt into the text encode. Run.

The tools

Box
Drag a rectangle around what to change.
Circle
Drag an oval around it.
Freehand
Draw a loop around something, or sketch the rough shape of something to add. A loop you close counts as an area; an open stroke counts as a sketch.
Arrow
Drag from anywhere to the thing you point at.
Text
Click on the picture and type a word right onto it.

The prompt it writes

One sentence for each mark that has a note: Inside the red box: make the hat a red baseball cap. Each new mark takes the next color (red, blue, green, purple), so every mark has its own name. Two marks of the same color and shape are told apart by where they are: the left red box and the right red box.

The switch beside the prompt adds a last sentence asking the model to remove the marks, because edit models often keep them otherwise. Leave every note empty if you would rather write the whole prompt yourself.

What comes out

image
The picture with your marks drawn in, at its full size. Every pixel you did not mark is exactly the input.
prompt
Your notes as one instruction. Empty when no mark has a note.
mask
White inside every box, circle and closed loop, and along an open sketch. For inpaint workflows, when a model does not read drawn marks.

The buttons on the node

Undo and Redo
Step back and forward through your marks. Ctrl+Z on the canvas also undoes a mark, like any change.
Clear
Removes every mark. Undo brings them back.
Expand
Opens a big view of the picture for careful marking. It edits the same marks, so there is nothing to save: Done, Esc or a click outside closes it.
Gear
Settings: the button color, and whether each new mark takes the next color.
× on a row
Deletes that one mark. Hover a row to see which mark it is.

Tips

  • Keep notes short and concrete: say what it should become, not what it is now.
  • Mark only the part you mean. A loose loop around a small pouch can take the whole backpack with it.
  • A word can stand for a thing: write crown where it should go and note replace the word with a small golden crown.
  • On a big photo or a small detail, pick a thicker line (L or XL) so the model cannot miss the mark.
  • Sketching something to add? Draw its rough outline with Freehand in XL and write what it is, like turn this into a real hat.
  • If a model ignores drawn marks, wire mask into an inpaint workflow (Inpaint Crop) instead.
  • Something between the Load Image and Sketch crops or turns the picture? Run once before marking, so you mark the picture that really arrives. The node warns you when the picture changed shape under your marks.

What you wire in

imageIMAGE
The picture to mark. Wire a Load Image (or any node that makes a picture). From a Load Image it shows on the node right away, also through a Switch; after a run the node shows exactly the picture that came in. If a node in between crops or turns the picture, run once before marking.

This is the help that comes with Pixaroma 1.4.212. Inside ComfyUI, select the node and click the orange ? above it to read the same help there.