TokiToki Internal
Atlas + S3
All runs
ErrorComfyUI

e378d4db-2b33-4623-a8cb-48d30909e0d6

Queued
Aug 18, 2026, 02:18 PM
Completed
Aug 18, 2026, 02:34 PM
Execution time
15m 15s
Outputs
0 · 0 B
Inputs
1
Cached nodes

Failure

/home/ec2-user/ComfyUI/custom_nodes/ComfyUI-Seed-API.nodes.byteplus_video_node.ReferenceValidationErrorin SeedanceV2Video (node 11)

Reference-to-video failed for asset(s): asset-20260818212803-ms2vp, asset-20260818024555-4v4rh, asset-20260817030200-rvxnb, asset-20260816235224-rlwz8. See the API message logged just above. If it says the asset 'is not found', the asset was removed on BytePlus after enrollment (content review); the next run detects the dead cache entry and re-enrolls automatically.

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/byteplus_video_node.py", line 924, in generate_video
    raise ReferenceValidationError(

Outputs

0

The run failed before producing any output.

Text prompts

1
Promptnode 11 · SeedanceV2Video · promptSeedance 2.0 Video

STARTING FRAME <Image 1> — handheld medium rear shot: <Image 2> (Bhallaladeva) back to camera in the near frame — sculpted steel back-plate with blood smears, chainmail trim, thick dark hair, heavy mace low in his right hand, face hidden — and facing him, FIVE Kalakeya warriors (matching <Image 3> — ash-black skin, bone armor, wild hair) converging in a committed attacking pack: the nearest mid-lunge with a curved blade, two charging behind with spear and axe, two more sprinting in — snarling faces readable, dust bursting from their feet. Frame-right edge: rope-bound Mahishmati civilians (matching <Image 4>) as a huddled cluster of backs. Background: the war fully blurred — distant silhouette fighting, arrow streaks, smoke, fire glows. Muted earthy grade, fine film grain. Faces, costumes, blood, dust, props and lighting must remain exactly consistent with <Image 1>, <Image 2>, <Image 3> and <Image 4> across every shot — no morphing, no drift. CRITICAL CASTING RULE: The Kalakeya (<Image 3>) are ENEMIES ONLY. Bhallaladeva never helps or protects any Kalakeya. The protected are ONLY the Mahishmati civilians (<Image 4>). Never swap these roles. COMBAT RULE (the block's soul): ALL FIVE Kalakeya attack with total commitment and NONE of them flee — they come in relentless rapid succession, one after another with almost no gap, and EVERY single one is met by the mace and LAUNCHED — struck bodies flying backward and sideways through the air with epic exaggerated-but-weighted physics, crashing and tumbling through dust, each landing away from camera and going still. Five attackers, five strikes, five bodies flying. No one runs, no one hesitates, no one survives standing. This is a one-man storm. VIOLENCE GRAMMAR RULE: The strikes are conveyed through wind-up, motion blur, the launch and the flight — the mace contact itself is always masked by speed blur, dust burst, or the exact-frame cut. No blood spray, no wounds shown being made, no gore, no strikes shown connecting to heads. The devastation lives in the flying bodies, the crashes, the dust and the sound. FACE VISIBILITY RULE: Readable faces only on the Kalakeya attackers and on Bhallaladeva in his medium/close shots. Civilians always backs and huddled shapes. Distant figures blurred silhouettes. No readable background faces. TIMELINE — MULTI-SHOT RAMPAGE, ALL MEDIUM FRAMING, HANDHELD 0.0–3.5 sec — SHOT 1: The storm breaks — first and second launch (rear medium) The pack hits him. From the rear framing, <Image 2> explodes into motion — his mace whips through a massive horizontal arc with full-body rotation and the lunging blade-Kalakeya is LAUNCHED off his feet, flying backward through the air in a tumble of dust and bone ornaments, crashing and rolling away. Without a beat the spear-Kalakeya arrives from the left — <Image 2> pivots and the mace reverses in a rising diagonal blur — the second body FLIES sideways across frame, spear spinning free, crashing through the dust. The handheld camera whips hard with each launch. His face still unseen — only the storm of his back and shoulders. 3.5–7.5 sec — SHOT 2: The turn — third launch (front medium, his face revealed) Hard cut to the reverse: front medium on <Image 2> — his face NOW revealed for the first time, blazing with cold battle fury, sweat flying — as the axe-Kalakeya charges in screaming from frame-right. <Image 2> steps INTO the charge, shoulder-first, and the mace comes around in a devastating full-turn arc blurred with speed — the third body LAUNCHES over the camera's shoulder-line, boots leaving the ground, crashing somewhere behind the lens with a thunderous impact. <Image 2> completes the spin and squares up, chest heaving, mace already rising for the next. 7.5–11.0 sec — SHOT 3: The double — fourth and fifth launch (medium, relentless) Hard cut. Medium three-quarter on <Image 2> as the last two Kalakeya arrive together, one from each side, weapons high, committed to the end. He does not retreat a single step: the mace drives left in a short brutal blur — the fourth body FLIES backward into the dust haze — and the return swing carries all his rotation right in one continuous flowing motion — the fifth Kalakeya caught mid-leap and LAUNCHED spinning through the air, crashing and tumbling the farthest of all, bone ornaments scattering. Five strikes. Five bodies. The dust of the last crash rolls back over the frame. 11.0–14.0 sec — SHOT 4: The storm stands (medium push-in, the face) Hard cut. Medium on <Image 2>, handheld pushing in slowly to medium-close: he stands alone at the center of the devastation — the five fallen Kalakeya visible as soft motionless shapes in the settling dust at the frame's edges and corners, scattered weapons and bone ornaments around them. His chest heaves with real tearing exertion, fresh sweat cutting rivers through the ash on his face, the mace hanging heavy, knuckles still locked white on the haft. He straightens to full height, rolls one shoulder, and turns his blazing eyes toward the civilian cluster at the frame edge — their huddled backs slowly straightening, safe. The push-in settles on his heaving, battle-fired face — the one-man storm, the hero ten thousand eyes are watching. Hold one beat. End frame. CHARACTER PERFORMANCE <Image 2>: a force of nature with an executioner's economy — five launches in one continuous escalating flow, each strike loaded from the hips with full rotation, zero wasted motion, zero retreat: he holds one square of ground the entire fight. His face (from Shot 2): cold blazing fury, breath tearing harder with each exchange, and in the final stand the heaving dominance of a man who just erased five warriors — power performed for every watching eye. Kalakeya: five individual committed attacks — lunge, spear drive, screaming axe charge, twin flank assault — each with real savage intent, each ending airborne; their flights are individual — backward tumble, sideways spin, over-camera launch, dust-haze crash, spinning long-arc — never repeated, never synchronized. Civilians: huddled backs flinching at each impact sound, straightening slowly at the end. CAMERA Every shot MEDIUM framing, handheld, inside the storm — hard whips tracking each launch, breathing frame between strikes, concussion trembles on every crash landing — always readable, never chaotic. Four shots, three hard cuts, each cut landing on a strike or turn beat: (1) rear medium for launches one and two, (2) front medium reveal for launch three, (3) three-quarter medium for the double launch, (4) medium push-in for the stand. Strike contacts always masked by speed blur, dust burst or frame edge. No wide shots, no zooms, no speed ramps, no slow motion. ENVIRONMENT Dust erupting from every launch and crash, hanging and rolling through the light; bone ornaments and dropped weapons scattering with the flights; drifting smoke wisps crossing between camera and action; arrow streaks crossing the soft-blurred sky in ragged waves throughout; the distant war constant as defocused silhouette motion and fire glows — never approaching; faint yellow banner smears at frame edges; muted earthy war grade, soft overcast light from screen-left in every shot. PHYSICS Epic but weighted launch physics — struck bodies fly with believable mass-driven trajectories, arcs peaking and falling naturally, tumbling and crashing with rolling momentum and settling into stillness; each of the five flights has a distinct trajectory and landing; the mace's weight loads every swing — hips, shoulders and back driving each arc, the haft flexing subtly at full speed; <Image 2>'s stance grounds through every impact — boots gripping, dust bursting at his pivots; his breathing and exertion build realistically across all four shots; cloth, dhoti, hair and bone ornaments respond to motion and wind only; no face morphing, no costume drift across cuts. AUDIO No background music, no score, no BGM of any kind. Only real diegetic fight sound — the sound is the devastation: five massive full-weight MACE IMPACTS in rising rhythm, each with a heavy air-tearing whoosh of the swing before it and a thunderous body-crash landing after it; boots grinding and dust bursting at every pivot; the Kalakeya war screams cutting off at each strike; bone ornaments scattering and clattering; <Image 2>'s tearing breath growing close and heavy shot by shot; civilian gasps at the frame edge; dust hiss, wind, the high hiss of arrow waves overhead, distant battle roar rolling under everything. No music stings, no cinematic whooshes, no drones.

Input media

1

Source images and video this run consumed.

fff.png

node 10 · 6.0 MB