When to touch anything
The defaults are tuned per model and are usually right. If an image is wrong, the fix is almost always the description, not a parameter. Change one thing at a time, on one image.
Try this before touching a slider
Nearly every disappointing generation is a description problem. The model rendered what you asked for; you asked for something vague. Before adjusting anything here, reread the entity’s description and ask whether a stranger could draw the picture from it.
Parameters change how an image is made. They cannot add information that isn’t in the prompt.
A worked example: the portraits look plastic
Your cast portraits are coming back over-contrasty and weirdly glossy. Here’s the order to work through it.
Test on one image, not the cast
Pick one character and generate there. Bulk generate across twelve characters to test a setting is twelve times the credits for the same information.
Drop the guidance scale first
Over-saturated, over-contrasty, plastic-looking output is the classic symptom of guidance set too high. Come down a step or two and regenerate. This fixes it most of the time.
Change one thing at a time
If you change guidance and steps and the scheduler together and it improves, you’ve learned nothing and can’t repeat it on the next project.
Then look at the style prompt
If it’s still glossy, the style prompt may be asking for it. Words like “hyperdetailed” and “8k” push models toward exactly that look.
Save it on the design
Once it’s right, the settings live on the production design, so every generation in the project inherits them. You solve this once.
Every generation costs credits. Test parameter changes on one image before a bulk generate, and read the estimate shown before you confirm.
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