2ac6adb5-6f7f-4bc4-bcae-765aef15a794
- Queued
- Aug 15, 2026, 04:35 PM
- Completed
- Aug 15, 2026, 04:35 PM
- Execution time
- 20.8s
- Outputs
- 0 · 0 B
- Inputs
- 1
- Cached nodes
- —
Failure
[Image 1] (hf_20260813_185150_812b773a-4eab-44d5-9ae3-dd9dfd3a0c7d.png) failed to enroll: Asset asset-20260816003512-6pdc9 preprocessing failed: The request failed because the input image may be related to copyright restrictions. Request ID: 20260815163511C10319E0CD9C196EF471_asset-20260816003512-6pdc9
Stack trace
File "/home/ec2-user/ComfyUI/execution.py", line 542, in execute
output_data, output_ui, has_subgraph, has_pending_tasks = await get_output_data(prompt_id, unique_id, obj, input_data_all, execution_block_cb=execution_block_cb, pre_execute_cb=pre_execute_cb, v3_data=v3_data)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/home/ec2-user/ComfyUI/execution.py", line 341, in get_output_data
return_values = await _async_map_node_over_list(prompt_id, unique_id, obj, input_data_all, obj.FUNCTION, allow_interrupt=True, execution_block_cb=execution_block_cb, pre_execute_cb=pre_execute_cb, v3_data=v3_data)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/home/ec2-user/ComfyUI/execution.py", line 315, in _async_map_node_over_list
await process_inputs(input_dict, i)
File "/home/ec2-user/ComfyUI/execution.py", line 303, in process_inputs
result = f(**inputs)
^^^^^^^^^^^
File "/home/ec2-user/ComfyUI/custom_nodes/ComfyUI-Seed-API/nodes/asset_nodes.py", line 352, in enroll
raise RuntimeError(
Outputs
0The run failed before producing any output.
Text prompts
3SCENE CONTEXT <IMAGE_1> gallops on <IMAGE_3> through the leading edge of a full-scale battle already raging in every direction — hundreds of <IMAGE_2> fighters scattered and clashing chaotically across the plain, no formation, no open ground anywhere — and uses a fallen war-chariot wreck in his path as a launch ramp, leaping from the saddle at the peak of his horse's stride to clear a knot of enemies with swords and axes raised and drop directly into the packed fight, sword drawn before he lands. Eight shots of uneven length build a clear physical logic — approach through the chaos, obstacle, launch, flight, impact, sustained fight — captured with cinematic low-angle camerawork. ACTIVE REFERENCES <IMAGE_1>: broad-built warrior, dark curly shoulder-length hair, short beard, small hoop earring, sleeveless bronze-toned armored vest with a stylized sun-and-horse emblem, dark draped trousers with gold trim edging, leather sandals, sword in hand. 100% matches the reference. <IMAGE_3>: dark bay horse, near-black coat, white blaze down the face, long black mane and tail, muscular build, mid-gallop. 100% matches the reference. <IMAGE_2>: dark ash-blackened skin, wild matted dark hair and beards, bone and skull ornaments across chest and arms, tattered fur and hide skirts, barefoot, carrying rough curved swords and axes, no spears, weapons crude and unpolished. 100% matches the reference. <IMAGE_4>: vast open desert battlefield, cracked dry earth, distant jagged mountain range, hazy golden-lit sky with heavy dust hanging in the air. 100% matches the reference. LOCATION MAP Foreground: cracked dry earth churned by hooves and feet, a shattered wooden chariot frame half-buried at an angle in the ground directly ahead of <IMAGE_3>'s path. Midground: <IMAGE_2> fighters scattered unevenly across the ground, already mid-fight in loose clusters and pairs, swords and axes swinging, no organized line or wall — pure disorder. Background: more scattered fighting fading into thick dust haze all the way to the distant mountains, bodies and combat visible at every depth, no empty or abandoned stretch of land anywhere. Camera stays near ground level throughout, looking up. Low sun behind <IMAGE_1>, rim-lighting his silhouette against the sky. FIRST FRAME / BLOCKING <IMAGE_3> gallops hard toward camera through churned battlefield dust, <IMAGE_1> low in the saddle, sword still sheathed, the broken chariot frame visible dead ahead in his path, and beyond it a loose but dense knot of <IMAGE_2> fighters swinging swords and axes at each other and at nothing in particular, filling the frame unevenly. FORMAT MODE Timed multishot, HARD/WHIP CUTs at stated seconds, uneven durations, camera locked low-angle throughout. Cuts only at the specified points, the camera does not cut on its own. 0.0s to 1.3s — SHOT 1, low-angle wide, <IMAGE_1> galloping through the raging, scattered battle toward the wrecked chariot. 1.3s HARD CUT 1.3s to 2.0s — SHOT 2, low-angle close, his focus locking onto the chariot ramp ahead. 2.0s HARD CUT 2.0s to 2.6s — SHOT 3, low-angle, <IMAGE_3> planting its forelegs and driving up the broken chariot frame. 2.6s WHIP CUT 2.6s to 3.6s — SHOT 4, low-angle slow-motion, the launch off the ramp into the air. 3.6s HARD CUT 3.6s to 4.6s — SHOT 5, low-angle close, mid-air, sword clearing its sheath, the knot of fighters and raised blades passing beneath him. 4.6s HARD CUT 4.6s to 6.2s — SHOT 6, low-angle slow-motion, the landing inside the scattered crowd, dust exploding outward. 6.2s HARD CUT 6.2s to 8.3s — SHOT 7, low-angle wide, the first strike and fighters turning to converge on him from uneven angles. 8.3s HARD CUT 8.3s to 10.0s — SHOT 8, low-angle, camera circling as he keeps fighting, fully swallowed inside the chaos. OPTICS SHOT 1: FOV LOCK 63° wide, ground-level looking up. SHOT 2: FOV LOCK 29° close, low angle. SHOT 3: FOV LOCK 47° medium, low angle. SHOT 4: FOV LOCK 47° medium, slow-motion, ground-level looking up. SHOT 5: FOV LOCK 18° close, low angle tilted up. SHOT 6: FOV LOCK 47° medium, slow-motion, ground-level looking up. SHOT 7: FOV LOCK 63° wide, ground-level looking up. SHOT 8: FOV LOCK 47° medium, low angle, circling. No drift mid-segment on any shot. LENS CHECK at the close of each shot: framing holds the stated FOV through its final frame. CAMERA SHOT 1: camera anchored low to the ground, tracking <IMAGE_3>'s gallop at 30 km/h from a fixed low angle, scattered fighting visible blurring past on both sides at uneven distances. SHOT 2: handheld low angle pushed in on <IMAGE_1>'s face, 1cm tremor, jaw setting as he spots the ramp. SHOT 3: static-anchored low angle holding on <IMAGE_3>'s forelegs striking and driving up the tilted chariot frame, wood creaking under the weight. SHOT 4: static-anchored low angle, holding as <IMAGE_1>'s body launches off the ramp and rises into the air, horse's momentum visibly carrying through the leap. SHOT 5: handheld low angle pushed in tight on <IMAGE_1> mid-air, 1cm tremor, sword catching the low sun as it comes free, the knot of raised swords and axes passing directly beneath the frame. SHOT 6: static-anchored low angle at ground level, holding the full landing impact and dust burst without cutting away. SHOT 7: camera anchored low at ground level, holding his first strike as fighters turn and close in from uneven, unpredictable angles, no clean formation anywhere. SHOT 8: handheld low angle circling him at 6 km/h, weaving with the scattered crowd, losing and refinding him as bodies cross the lens. ACTION SHOT 1 (0.0–1.3s): <IMAGE_3> gallops at full speed through the middle of the ongoing chaotic battle, dust kicking up from each hoofstrike, loose clusters of fighters clashing unevenly in the background on both sides, the broken chariot frame ahead. SHOT 2 (1.3–2.0s): <IMAGE_1>'s eyes lock onto the ramp, jaw setting, hands tightening on the reins, no hesitation. SHOT 3 (2.0–2.6s): <IMAGE_3>'s forelegs strike the tilted chariot frame and drive up its angled surface, wood groaning under the impact, hindquarters coiling for the launch. SHOT 4 (2.6–3.6s, slow-motion): <IMAGE_1> pushes off the stirrups at the ramp's peak, body launching forward and up, <IMAGE_3>'s momentum carrying visibly through the leap before the horse peels off to the side. SHOT 5 (3.6–4.6s): mid-air, <IMAGE_1> draws his sword in one continuous motion, body arcing downward under gravity, a knot of fighters below swinging swords and axes at each other, unaware of him until the last instant. SHOT 6 (4.6–6.2s, slow-motion): he crashes down into the scattered fight, knees absorbing the impact, dust and grit exploding outward in every direction, nearby fighters stumbling back from the shockwave. SHOT 7 (6.2–8.3s): he drives his sword into the nearest fighter's guard as others break off from their own scattered fights and converge on him from uneven angles, no gap ever opening around him. SHOT 8 (8.3–10.0s): he keeps fighting, turning to meet new attackers as they press in from different sides, fully absorbed into the disordered churn of the battle. PHYSICS <IMAGE_3>'s gallop and the chariot ramp's incline combine to give <IMAGE_1>'s launch real physical origin — the leap follows directly from the horse's planted stride and the ramp's angle, not from nothing. His body arcs under gravity through the full flight, momentum visibly carrying him forward and down. Landing impact is grounded and heavy, weight absorbed through bent knees, dust and grit bursting outward under real force. <IMAGE_3> continues its own momentum away from the ramp rather than vanishing. Cloth and hair respond naturally to the fall's airspeed. Sword clears its draw with natural arc and weight. Impact on landing sends visible tremors through the loose dust and nearby fighters flinching back. LIGHTING Low sun positioned behind <IMAGE_1>, 4500K warm hazy backlight, rim-lighting his silhouette against the sky through the leap. Dust haze from the wider battle scatters the light into a soft glow at ground level throughout. Haze density at 35% in shot 1, thickening to 55% at the landing impact in shot 6 and holding through the sustained fight in shots 7 and 8. PERFORMANCE <IMAGE_1>'s expression is focused and controlled through the ramp, launch, and flight — jaw set, eyes locked ahead, no hesitation in the motion. On landing his face shows the jolt of impact absorbed through his knees before he drives forward into the strike, controlled intensity rather than a shout. The nearest <IMAGE_2> fighters show real alarm and impact shock as he lands among them, bodies flinching and turning to meet him. STYLE Photoreal, heroic and grounded, fine film grain, motion blur restrained during the slow-motion launch and landing and heavier during the low ground-level tracking and circling shots, scale, physical logic, and momentum prioritized over polish. OUTPUT SETTINGS Real-time speed for shots 1, 2, 3, 5, 7, and 8; slow-motion for shots 4 and 6. Hard cuts only at the entry and exit of each slow-motion shot, each shot otherwise one speed start to finish. POSITIVE LOCKS Camera stays at or near ground level, looking up, in every shot. <IMAGE_1>'s armor, hair, and sword stay consistent with the reference across all eight shots. <IMAGE_3>'s coat, blaze, and mane stay consistent with the reference in shots 1 through 4. <IMAGE_2> skin tone, hair, and gear stay consistent with the reference in every shot they appear, and no fighter carries a spear — only swords and axes, crude and unpolished. The battlefield shows scattered, disordered fighting in every shot from shot 1 onward — no formation, no wall, no empty or abandoned ground visible at any point. The chariot wreck provides the physical basis for the leap and is visible in shots 1 through 3. Low sun stays behind <IMAGE_1> throughout, rim-light never lost. Dust density builds progressively, never resetting.
2 other text fields— sigmas, filenames, and other non-prompt strings the logger swept up
node 10 · SeedReferenceImages · image
Screenshot (894).png
node 10 · SeedReferenceImages · paths
input/hf_20260813_185150_812b773a-4eab-44d5-9ae3-dd9dfd3a0c7d.png input/hf_20260807_180955_5c9b0815-eb6f-49b0-81fe-34f537402cba.png input/ChatGPT Image Aug 3, 2026, 04_13_18 PM.png input/Screenshot (894).png
Input media
1Source images and video this run consumed.