Browse documentationGeneration Parameters

Generation Parameters

Tune variations, inference speed vs. quality, silhouette adherence, seed reproducibility, colors, and VRM rigging.

Last updated November 13, 2026

Variations (1–4)

Generate multiple hair card interpretations from the same character image in one job:

  • Guest trial: Fixed to 1 variation per job.
  • Signed-in free: Up to 2 simultaneous variations per job.
  • Paid (pack or subscription): Up to 4 simultaneous variations per job.

Each variation consumes 1 credit. When multiple variations are requested, KardMesh uses your chosen Initial seed for variation 1 and derives unique random seeds for the remaining variations.

Priority: Speed vs. Quality (steps)

Mode Inference Steps Credit Cost Best For
Speed 10 steps 1 credit / variation Rapid layout checks and silhouette exploration
Quality 50 steps 1 credit / variation Final production hair cards and finer strand detail

Both modes cost the exact same 1 credit per generated variation.

Image adherence (cfg)

  • Range: 1.0 to 4.0 in 0.25 increments (default 2.0).
  • Lower values (1.0 – 1.75): Give the model more creative freedom to reconstruct occluded back/side hair volume cleanly.
  • Higher values (2.5 – 4.0): Stick more tightly to the visible 2D silhouette of your artwork—useful for distinctive bangs, spikes, or stylized outlines.

Initial seed (seed)

  • Range: Integer from 0 to 2147483644.
  • Reusing the same seed, image, and advanced parameters reproduces the same hair card layout.
  • In the Blender addon, requesting multiple variations uses consecutive seeds starting at seed (seed, seed + 1, …).

Image colors (colors)

  • Enabled (default): Samples hair strand colors directly from your input character image.
  • Disabled: Produces clean monochrome hair card textures—ideal when you plan to drive hair tinting dynamically with custom game shaders.

Animation bones (chains)

  • Available to: Signed-in users (included at no extra credit cost).
  • Enabled (default): Generates avatar_seed*.vrm with spring bones and chains_seed*.json for real-time hair physics.
  • Disabled: Skips VRM spring-bone generation while still exporting .GLB, .OBJ, and card metadata.