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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.