Variations (1–4)
Generate multiple hair card interpretations from the same character image in one job:
- Guest trial: Fixed to
1variation per job. - Signed-in free: Up to
2simultaneous variations per job. - Paid (pack or subscription): Up to
4simultaneous 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:
1.0to4.0in0.25increments (default2.0). - 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
0to2147483644. - 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*.vrmwith spring bones andchains_seed*.jsonfor real-time hair physics. - Disabled: Skips VRM spring-bone generation while still exporting
.GLB,.OBJ, and card metadata.
