Multipass

Chain full-sphere diffusion sweeps with different templates and settings

Last updated: 2026-09-18

Multipass is an optional stack of full-sphere sweeps. Each pass can change template, model, strength, steps, and prompt. The output of one pass is the input of the next, kept on the GPU. It is not a viewer toolbar tool.

A new render starts with Multipass off and one template — default Dodecahedron. See Templates.

Turn it on

On the Hextile tab, switch Multi-Pass. The Pass panel appears on the left with Pass 1, cloned from your current settings. Selecting a pass edits Hextile / Diffusion / Prompt for that pass. It does not start a render.

Presets

Presets (next to Multi-Pass) are the on-ramp. They write pass count, template, strength, and steps — not your prompt, unless Select fields includes it. Geometry templates do not embed a stack.

Factory default is 12 → 32.

Preset Passes Templates Notes
6 1 Cube Structure only.
12 1 Dodecahedron Fast preview.
32 1 Truncated_Icosahedron One hex sweep.
72 1 Goldberg_GP_2_1_72 Dense polish.
6 → 32 2 Cube → Truncated_Icosahedron Warped input, short.
12 → 32 2 Dodecahedron → Truncated_Icosahedron Daily driver. Coarse, then hex detail.
12 → 72 2 Dodecahedron → Goldberg_GP_2_1_72 Skip the middle.
32 → 72 2 Truncated_Icosahedron → Goldberg_GP_2_1_72 Hex, then dense polish.
6 → 32 → 72 3 Cube → Truncated_Icosahedron → Goldberg_GP_2_1_72 Repair. Cubemap first.
12 → 32 → 72 3 Dodecahedron → Truncated_Icosahedron → Goldberg_GP_2_1_72 Three-step density.
12 → 32 → 72 · CFG 3 same ladder Remaster. Same ladder, escalating guidance.

The menu groups them as 1 PASS / 2 PASSES / 3 PASSES.

Pass panel

  • Add Pass — copies the current pass. Label becomes Max 10 Passes at the cap.
  • Enable Pass / Disable Pass — disable skips that step; at least one pass must stay enabled.
  • Duplicate, Rename, reorder up/down.
  • Delete — only when more than one pass exists.

Enabled passes run top to bottom. Prompt Pin / Synced copies wording to every pass; unpin lets each pass have its own.

RENDER

For a new render, the enabled stack runs as the job. For an open render, the header RENDER menu is the pass-append control:

  • Current pass (N) — N is that pass’s tile count. Appends the selected pass to the node on screen.
  • All passes — appends every enabled pass in order.
  • Fork Render — independent checkbox, off by default. Copies from the viewed result into a new render, then runs the chosen scope there. The original is not overwritten.

The radio beside a row sets the default without running it. Clicking the row label runs that scope once. The RENDER face and Ctrl+Enter use the saved default.

Coarse to fine

The usual stack is a coarser template at higher strength, then a denser template at lower strength.

12 → 32 (factory default):

Pass 1 · Coarse Pass 2 · Detail
Template Dodecahedron (12) Truncated_Icosahedron (32)
Strength 0.55 0.25
Steps 30 20
Purpose Lock structure Hex detail

12 → 32 → 72 adds a Goldberg_GP_2_1_72 polish pass at still lower strength.

Limits

  • Maximum 10 passes.
  • At least one pass must stay enabled.
  • Real-ESRGAN cannot be a pass. Resize / Upscale is a separate path.

Inspect

Each finished pass is a step on the Derivation Graph. Select a pass node to view that version. Running Current pass or All passes from an earlier on-screen node starts a new branch; the existing branch stays.

See also

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