debug-render skill
✓ VerifiedDebug imperfect renders by using run-to-node execution to inspect intermediate latents, masks, and preprocessor maps.
- GitHub stars
- 919
- Files
- 1
- Last commit
- Nov 9, 2026
- License
- MIT
- Allowed tools
- —
What does the debug-render skill do?
debug-render is an agent skill. Debug imperfect renders by using run-to-node execution to inspect intermediate latents, masks, and preprocessor maps.
Summary generated from the skill's SKILL.md.
About the debug-render skill
Identifying why a generative image or video looks incorrect without re-running an entire complex graph is the primary function of this skill. It is designed for developers and artists using ComfyUI who encounter imperfect results like artifacts, incorrect colors, or failed ControlNet applications. Instead of guessing, you use run-to-node execution to isolate specific stages of a pipeline to see exactly where a visual error is introduced.
Users employ the panel_run command with the to_node_id parameter to trigger partial executions. This approach only renders the necessary upstream path to a specific output node, making probes fast and efficient. If a target point is not already an output node, you can use panel_add_node and panel_connect to insert preview taps such as PreviewImage, VAEDecode, or MaskToImage. This allows for the inspection of intermediate latents, masks, and preprocessor maps. Once the fault is localized, you can apply fixes using panel_set_widget or panel_set_node_mode before performing a final full render.
What an agent can do with it
- 1Isolate failing ControlNet inputsCheck if a preprocessor is generating the correct depth or pose map before it reaches the sampler.
- 2Debug mask misalignment in inpaintingVerify that the mask being used for inpainting or outpainting is correctly positioned and shaped.
- 3Identify degradation in upscaling stagesDetermine if a refiner or upscale step is the cause of quality loss by inspecting the base latent.
- 4Verify IPAdapter reference imagesInspect the processed reference image to ensure it is being correctly resized or cropped for the adapter.
Written from the skill's SKILL.md. Every use case is checked against a quote from it.
How to install the debug-render skill
Each command copies the skill folder into the client's skills directory. Restart the client or start a new session to load it.Install the debug-render skill in Plugin
/plugin marketplace add artokun/comfyui-mcp /plugin install comfy@comfyui-mcp
Install the debug-render skill in Claude Code
~/.claude/skills/debug-render/SKILL.md
$ npx degit artokun/comfyui-mcp/plugin/skills/debug-render ~/.claude/skills/debug-renderInstall the debug-render skill in Claude Code (project)
.claude/skills/debug-render/SKILL.md
$ npx degit artokun/comfyui-mcp/plugin/skills/debug-render .claude/skills/debug-renderInstall the debug-render skill in Codex
~/.agents/skills/debug-render/SKILL.md
$ npx degit artokun/comfyui-mcp/plugin/skills/debug-render ~/.agents/skills/debug-renderInstall the debug-render skill in Gemini CLI
~/.gemini/skills/debug-render/SKILL.md
$ npx degit artokun/comfyui-mcp/plugin/skills/debug-render ~/.gemini/skills/debug-renderInstall the debug-render skill in Claude.ai
npx degit artokun/comfyui-mcp/plugin/skills/debug-render debug-render && zip -r debug-render.zip debug-render # claude.ai → Customize → Skills → + → Create skill → Upload a skill → debug-render.zip
Automated checks
Ran Nov 14, 2026Full report →Passed our automated checks. That is not a security audit: read the scripts before you let an agent run them. How checks work
- Source repository linked and reachableartokun/comfyui-mcp/plugin/skills/debug-render is public and reachablegithub.com/artokun/comfyui-mcp/tree/HEAD/plugin/skills/debug ↗Pass
- Open source license (OSI)MITspdx.org/licenses/MIT.html ↗Pass
- Commit or release in the last yearLast commit 2026-11-09github.com/artokun/comfyui-mcp/commits ↗Pass
- No download-and-run or credential theft in scriptsNo scripts in the skill folderPass
- No hidden instructions in SKILL.mdNo override phrases, safeguard switches, credential requests or hidden charactersgithub.com/artokun/comfyui-mcp/blob/HEAD/plugin/skills/debug ↗Pass
- Pre-approved tools are scopedNo pre-approved tools; the agent asks before using onegithub.com/artokun/comfyui-mcp/blob/HEAD/plugin/skills/debug ↗Pass
SKILL.md
View on GitHubDebugging renders with run-to-node
When a final asset looks wrong (not when it errors), don't re-roll the whole graph and hope. Localize the fault. Render only as far as one stage and look at what that stage actually produces. The wrong-looking output is downstream of a first bad step. Find that step, fix it there, and everything after it follows.
The tool for this is panel_run with to_node_id ("run to node"), which uses
ComfyUI's native partial execution. Only the target output node plus
everything upstream of it renders; every other branch is skipped. That makes each
probe fast and cheap, and the output is delivered to you automatically, same
as any run. Don't poll.
When to reach for this
- A final image/video is wrong: artifacts, wrong subject/pose/composition, off color, soft/blurry, melted hands, wrong style.
- A conditioner isn't "taking" (ControlNet, IPAdapter, a mask, an inpaint, a LoRA) and you can't tell if the input to it is wrong or the node is wrong.
- A multi-stage pipeline (base → refiner, txt2img → upscale, decode → post) degrades, and you need to see which stage introduces the problem.
- You only want to test one branch of a multi-output graph without paying for the others.
If instead the run fails (red error, OOM, missing node, black image from a crash), use the troubleshooting skill. This skill is for outputs that complete but look wrong.
The one hard rule: to_node_id must be an OUTPUT node
ComfyUI can only run to an output node: SaveImage, PreviewImage, SaveVideo,
SaveAudio, etc. (these show is_output: true in panel_query_graph detail rows). A bare
KSampler / VAEDecode / preprocessor is not an output node, so you can't target
it directly. To inspect a point that isn't already an output, add a preview
tap there:
| You want to see… | Wire type | Tap to add | Wiring |
|---|---|---|---|
| An intermediate image (post-process, refiner stage, composite) | IMAGE | PreviewImage |
image → PreviewImage.images |
| A latent (after a sampler, before/after upscale) | LATENT | VAEDecode → PreviewImage |
latent → VAEDecode.samples; reuse the graph's VAE → VAEDecode.vae; then → PreviewImage |
| A mask (inpaint, segmentation, attention) | MASK | MaskToImage → PreviewImage |
mask → MaskToImage.mask → PreviewImage |
| A ControlNet/preprocessor map (depth/pose/canny) | usually IMAGE already | PreviewImage |
the preprocessor's IMAGE output → PreviewImage.images |
| The actual prompt/conditioning | CONDITIONING | (can't preview as an image) | inspect widget values / the text node feeding it instead |
Build a tap with panel_add_node + panel_connect, run to it, inspect, then
panel_remove_node the tap when you're done (unless the user wants to keep it).
The loop
- Read the graph.
panel_graph_outline(thenpanel_query_graphfor specifics). Note node ids, the output nodes (is_output: true), and every node's mode. A node inbypass/muteon the path is OFF and is a top cause of wrong renders. Fix modes first withpanel_set_node_modebefore you blame anything else. - Pick a probe point roughly in the middle of the suspect chain (bisect).
- Get an output there. Target an existing output node, or add a preview tap (table above).
panel_run(to_node_id = that output node). Only that branch renders.- Look at what's delivered. Is this stage already wrong, or still fine?
- Still fine: move the probe downstream; the fault is later.
- Already wrong: move the probe upstream; the fault is earlier.
- Repeat until you find the first stage whose output is bad. That node (or
its inputs/widgets) is what to fix, via
panel_set_widget,panel_set_node_mode, a rewire, or a different model. Then run-to-node there again to confirm the fix before running the full graph. - Clean up temporary preview taps (
panel_remove_node) and do a final fullpanel_runto produce the real saved asset.
Symptom → where to probe first
- Whole image wrong subject/style. Preview the conditioning's source (the text/prompt node, the sampler's positive input via a decode of its latent).
- ControlNet ignored / wrong structure. Preview the preprocessor map (the depth/pose/canny IMAGE going into the ControlNet). A blank or wrong map means the problem is the preprocessor or its input, not the sampler.
- IPAdapter/reference not taking. Preview the reference image after any resize/crop the IPAdapter chain applies.
- Inpaint/outpaint bleeding.
MaskToImage-preview the mask actually reaching the sampler (mask misalignment is the usual culprit). - Refiner/upscale degrades it. Preview the base latent (VAEDecode tap) before the refiner vs after. If the base is good and the result is bad, the refiner/upscale stage is at fault.
- Right content, bad quality only. The fault is late (sampler steps/cfg, VAE, post), so probe near the end first.
Gotchas
- Output-node only. If you target a non-output node, the run is rejected with a message saying so. Add a preview tap instead.
- Modes matter. A bypassed/muted node on the probed path silently changes what renders. Check modes in step 1.
- Auto-delivery. The probe's output node fires an
executedevent and the image is delivered to you inline, including PreviewImage taps, which arrive labeled as a preview (temporary, not a saved file). Don't poll; just end the turn and read the delivered image. A preview tap with no SaveImage means "no saved output ran", which is expected for a probe. - Shared queue. Each run-to-node queues a real (small) job. Don't stack probes. Run one, read it, then the next.
- Subgraphs. Output nodes nested inside a subgraph can't be targeted yet. Probe at the root graph (add the tap outside the subgraph, fed by an exposed output rail).
Sources
- Official: comfyui-mcp
panel_runto_node_id product behavior (this repo). - Empirical: probe-point recipes from observed wrong-render cases.
Files in this skill
1debug-render skill questions
How do I install the debug-render skill in Claude Code?
Run npx degit artokun/comfyui-mcp/plugin/skills/debug-render ~/.claude/skills/debug-render. Claude Code loads skills from ~/.claude/skills (all projects) or .claude/skills (one project) and uses a skill when its description matches the task.
Which clients can use the debug-render skill?
Any client that reads the Agent Skills format: Claude Code, Codex, Gemini CLI and claude.ai (upload as a ZIP). Scripts in the skill run only where the client allows code execution.
What should I do if the render fails with an error or OOM?
If the run fails due to a red error, Out of Memory (OOM), or missing nodes, you should use the troubleshooting skill instead of this one.
Can I run a render directly to a KSampler node?
No, you can only target output nodes like SaveImage or PreviewImage. To inspect a non-output node, you must add a preview tap first.
How do I inspect a mask during the rendering process?
To see a mask, add a MaskToImage node connected to a PreviewImage node, then wire the mask into the MaskToImage input.