Comfy is the AI creation engine for visual professionals who demand control.
Users generally find ComfyUI to be a highly effective tool, with strengths in AI capabilities such as image and video generation, as highlighted in their positive ratings on review platforms like g2. However, a common complaint on social platforms like Reddit is the lack of adequate tutorial resources, making it difficult for new users to harness its full potential. Pricing does not appear to be a significant concern in the mentions, implying that users find it reasonably priced or have other focus points like functionality and integration with systems like Cowork and Claude Code. Overall, ComfyUI maintains a positive reputation for its innovative offerings in AI-driven content creation despite some hurdles in user education.
Mentions (30d)
1
Avg Rating
4.5
2 reviews
Platforms
2
GitHub Stars
107,392
12,400 forks
Users generally find ComfyUI to be a highly effective tool, with strengths in AI capabilities such as image and video generation, as highlighted in their positive ratings on review platforms like g2. However, a common complaint on social platforms like Reddit is the lack of adequate tutorial resources, making it difficult for new users to harness its full potential. Pricing does not appear to be a significant concern in the mentions, implying that users find it reasonably priced or have other focus points like functionality and integration with systems like Cowork and Claude Code. Overall, ComfyUI maintains a positive reputation for its innovative offerings in AI-driven content creation despite some hurdles in user education.
Features
Use Cases
Industry
information technology & services
Employees
70
Funding Stage
Venture (Round not Specified)
Total Funding
$40.0M
6,704
GitHub followers
11
GitHub repos
107,392
GitHub stars
20
npm packages
17
HuggingFace models
Pricing found: $0 /month, $20 /month, $35 /month, $100 /month, $0 /month
g2
What do you like best about ComfyUI?To have control of GenAI process and you can use it unlimited times, integrating into your workflow to use it every time you need creative. Review collected by and hosted on G2.com.What do you dislike about ComfyUI?It is a bit complicated to use at first. Review collected by and hosted on G2.com.
What do you like best about ComfyUI?Helps to run AI models locally and generate images, videos, and audio at free of cost. Review collected by and hosted on G2.com.What do you dislike about ComfyUI?While installing some packages from package manager the whole software becomes unresponsive and requires troubleshooting or reinstallation to fix it. Review collected by and hosted on G2.com.
I built a free, open-source video editor that Claude can fully operate through MCP — editing, generating, motion graphics, even mixing audio.
I'm a film/TV VFX artist of 25yrs, and for the better part of this year Claude and I have been building Velorn together — a free, open-source AI-native video editor (Windows/Mac/Linux). But the part that makes it interesting for this sub: Claude doesn't just build the editor. It operates it. Velorn ships a local MCP server with 100+ tools. Connect Claude Code (one copy-paste) and Claude can: • Read your timeline and literally look at your frames — review a cut shot by shot • Make real edits: trims, moves, transitions, speed ramps, text, motion graphics, keyframes • Generate media through your own ComfyUI — images, video, music — local models or API • Take any community workflow (a comfy.org link or JSON), figure out what nodes/models you're missing, install them with your approval, and run it on your timeline • Mix audio: it can't hear the music, but it reads the levels and rides the faders, EQs nothing but compresses plenty • Export and check its own delivery Every write tool previews its plan before applying and lands on the normal undo stack — Claude never cowboys your project. As a test, I gave it ONE prompt: "make a 60-second cinematic video about the solar system — titles, labeled planets, facts, narration, music." It found NASA imagery, generated the score, built the entire edit, narrated it, and mixed it while I drank a beer. Full uncut session, mistakes included (a fade it added clipped the narration's first word — I fixed that one by hand): https://youtu.be/_r4jf7ZDT2o Additional videos 📹 Overview: https://www.youtube.com/watch?v=RVuGlRZheps 📹 Agent-driven generations: https://www.youtube.com/watch?v=AT9usQS3m48 📹 Motion graphics with an agent: https://www.youtube.com/watch?v=Owel8zkMWkY 🌐 https://velorn.ai ⬇ Free download: https://github.com/VelornLabs/velorn/releases ⭐ GitHub: https://github.com/VelornLabs/velorn 💬 Discord: https://discord.gg/QWZUuUChVK Happy to answer anything — how Claude and I split the work building it, what the MCP tool surface looks like, or why preview-first writes matter for agent safety. submitted by /u/VisualFXMan [link] [comments]
View originalClaude Code and Opus 4.8 effort, which is right for me?
I've been setting up and tinkering with local AI (ComfyUI & Stable Diffusion) on my computer. I've been using Claude Code to help all along the way. I've been hitting my Claude limit a little too much for my liking so I started wondering what effort level I should be running? Not knowing any different, I've been using Opus 4.8 with max effort. Is max the right call or is it worth reducing? submitted by /u/TopdeckTom [link] [comments]
View originalClaude helped me vibe-code a World Cup sticker album; I'm proud of this daft project
Using Claude Code (web interface), I vibe-coded a World Cup 2026 sticker album, where swapping stickers is at the heart of it. I'm pretty proud of it! It lives at https://gotgotneed.app (edit: gotgotneed-2fb90.web.app is a backup, if the above doesn't work! - working on a fix) After a couple of weeks of nitpicking, I'm finally feeling confident enough to tell people other than close friends about it. Full details in comments about inspiration, my coding background (spoiler: none), the stack I landed on etc. And you can pick up an extra 24-pack of stickers using the code NOMISTAKES. Any and all questions encouraged! Tech background I've got no experience of coding in any meaningful way, beyond recolouring cells on html tables etc. The concept of having an idea, explaining it, and having AI give it a shot is absolutely wild to me. There's a tonne that I'd do differently with this entire project if I was starting again - I recently learned that React.js would have helped immensely in some of my frustrations (I still don't really know what it is - that's the extent to which I'm reliant on vibes...) - but I've learned a load as well. I can be quite one-track when it comes to getting an idea in my head - it's genuinely incredible how much AI has demolished the wall between 'nice idea' and end-product, where technical knowledge would have been the limiter. Game concept It's a simple concept: a World Cup sticker album. Open packs, collect stickers, stick them in your album, swap your duplicates with other players in realtime. I've tried to retain the essence of what makes collecting stickers fun as a kid - the pack-opening moments, a bit of fanfare for rarer stickers, the process of actually sticking them in for no gameplay reason other than the fun of it, the excitement of finding someone who has one you need. Very simple in its essence but I hope with a few little joyful moments included. Swapping stickers with friends is meant to be at the heart of this game. With my playtesting friends, I've proven that the mechanic works - but not tested with any critical mass of concurrent players, so I hope it stands up to the task. My goal really is for this game to be popular enough so that when any player signs in, there's a couple of people ready to trade with. It requires sign-in - just Google on offer at the moment as I've not got around to setting up Facebook, and I'm not sure I want to pay the Apple fees! It's meant to feel completable. It's viable to brute-force the sticker collection in about 2.5 days (6 stickers every 15 minutes) - there's absolutely no pay-to-win in this or anything. There is some mild inbuilt scarcity: captains, star players, country flag 'shinies' and legends all have a negative multiplier. But ultimately I want this to be enjoyble, not hard graft - if you want some voucher codes, ask and ye shall receive! I grew up pretty poor, and the highlight of my week was getting that 50p pocket money and using it for a 6-pack of stickers (oh look, it's my 7th Ruel Fox in swap) - hopefully I can give some people a fun experience for free. Tech It exists as a standalone html file (with CSS and js baked straight in), referencing some json files Firebase and Firestore providing the backend and hosted via GitHub Pages. I used Claude Code web interface hooked into GitHub to build everything, barring some brief Codex usage when I'd crashed through my Claude limit). It's also installable as a PWA - I've got the ability to send push notifications but haven't quite fleshed that out. My one-shot effort got me about 50% of the way to the current product - then probably a further 25% in the next three hours with some refinement. But I've spent two weeks fiddling with UX, the interface, playing debug whackamole with minor and major issues accounts and pack opening processes, etc. I think most of that is resolved. It's definitely not 'complete' yet - the Legends stickers don't have any page to stick onto yet, for example - but I'm moderately comfy to let other people in now. I got the idea for the game on the same day as England vs Ghana (second group game) and hoped to have it live by the Panama match. I missed that deadline and many since! I'm sneaking it under the wire ahead of the Ro16. Learnings It's amazing how small bits of lingo can make a difference to prompt success. I genuinely didn't know what branches or PRs were a couple of weeks ago, and couldn't tell you the difference between building, shipping and merging. Vibing got me so far, but every small technical learning has helped immensely. In particular I had pain trying to standardise the UI - I spent time and energy getting Claude to understand that I wanted all pills, modals, fonts etc tokenised rather than loose. Really basic setup stuff that I'd skipped in my haste to get the project going. I also just didn't know how to prompt Claude to 'get' what I was after with the pack-ripping effect. I benefitted when I learned to be a lot more c
View originalCan anyone tell me how this was made, I'm breaking my head but can't figure it out
This ai influencer has gotten me going crazy , how is this profile posting multiple reels a day all of same MID quality. I've thought of all the model they could be using but I can't recreate the same effect using ,comfyui REActor,inswapper, but it's quality doesn't match that of kling or higgsfield and it doesn't look completely animated either. So someone please help me deconstruct this workflow. The ai model itself is good but the overall video quality is sometimes good and sometimes bad. submitted by /u/DrALUCARD2 [link] [comments]
View originalI vibe coded a open world survival game
(inspired post by https://www.reddit.com/r/ClaudeAI/comments/1u3m6a8/i_vibe_coded_the_first_mmorpg_with_fable_5 ) Over the course of approximately 2 months I've been vibe coding an open world survival game. I'm a software engineer with 14 years of professional experience, who never quite managed to wrap my mind around 3D game development, and wondered just how far I could take a project, all without writing a single line of code. To set myself up for success, I chose a programming language that I have never touched, using frameworks and libraries that I've never worked with. This made sure that I did not feel the urge to look at the code and correct its output along the way. How far did I get? Well, you can see for yourself here https://www.ashwend.com/ At some point during development it started to feel as if Opus could actually pull something interesting off. This is where I decided to give it a name, instead of just "Game". I don't love the name, but at the same time it was what I could come up with that had no clashes with any existing titles or other IPs that I could find. Who would have thought naming of all things was the most challenging part of this project. Sigh. The game is built as a cross-platform.. multiplayer.. open-world survival game set in a procedural world with biomes, resource nodes, trees, stylized grass and much more. Features Multiplayer-first architecture. Singleplayer uses a loopback server instance, much like many other games do. This ensures all new iterations are multiplayer-first when developed. Authentication using WorkOS. It has a free tier up to 1 million users. Thought, why not... with the idea of swapping it out for Steam auth later. Product analytics using PostHog (EU region) with anonymized data. On first startup an analytics ID is generated that cannot be tied back to an actual account. Cross-platform builds. Works on Linux... Mac... Windows. With installers for both Mac and Windows. Used GitHub for release management. Upon client startup it looks for a version mismatch. Upon mismatch it shows the changelog and allows the user to auto update in-place. Uses Lightyear networking. The world is divided up into chunks that link to a Lightyear room. Networked entities are then replicated to these rooms (chunks) that users leave / join as they move around. Heavily inspired by Rust... has a hammer and building plan, much like how Rust does it. With a right-click wheel to construct different types of building blocks, which you can then upgrade with a hammer. PVP is enabled. Tools can damage other players. When a player is hit they get an on-screen indicator of where the damage came from, and a slight knockback. VOIP supported. Hold V to communicate with other players through 3D spatial audio. In-game chat, which has support for admin roles with cheat commands. Currently a flag in WorkOS. In-game chat shows up as chat bubbles in 3D space when you look at a player who sent a message, as long as you're close enough. Nameplates for other players which are distance aware, same for deployable items when they've taken damage. Technology The game is written entirely in Rust. Using Bevy for anything 3D related, egui for UI, rodio for audio, Lightyear for networking, postcard+zstd for save files, and probably a host of other incredible dependencies that made this experience awesome. Workflow My post is twofold. For one, I wanted to share it, and hopefully collect a bit of useful data for me to continue my iterations. Secondly, to show just how capable these models are becoming. Mind you, this was not developed using Fable. Or in truth, only for an hour or two that I managed to try it out before it was taken away. But the vast majority of all development work was done on Opus, extra reasoning, and as of late, using ultracode. I mean, I did this end-to-end with no IDE and no code reviews. The game... auth... website... texture work... meshes... animations and even approximate 50% of the sound design - all handles by opus. It blew my mind just how far one could take this, with a Claude subscription and some local models for texture work and MCP access to Blender. I even let Claude configure my local GPU instance end-to-end over SSH to use ComfyUI in a headless setting, where it would warm up ComfyUI with my desired model, generate what we needed for the session, and then unload itself again to not hog the GPU. I could probably go on and on for many more pages about my process for this project. But that is for another day. Repo: https://github.com/Ashwend/game submitted by /u/danniehansenweb [link] [comments]
View originalCUE — a skill that reads your installed skills and weaves them into generated prompts (works with Claude, 30+ tools)
I built a prompt engineering skill called CUE that does something I haven't seen other skills do: it reads what you already have installed and builds on top of it. How it works You ask CUE to write a prompt for Claude Code, Cursor, Midjourney, whatever. Before generating, CUE: 1. Scans your ~/.claude/skills/ directory 2. Matches relevant skills to the task using word overlap + trigger pattern extraction 3. Injects matched skill constraints into the generated prompt Example: If you have frontend-design, high-end-visual-design, and impeccable installed, and you ask CUE to generate a landing page prompt — the output references your banned fonts, your quality gates, your design thinking. Not a generic template. The hook Every prompt you write loses something in translation. Vague verbs, missing constraints, no stop conditions, dual tasks in one prompt. CUE catches 20 common anti-patterns and fixes them silently. Before: "Make me a landing page for my SaaS" After: A structured prompt with exact design system, section-by-section spec, animation constraints, and a binary "done when" condition. Numbers 98% anti-pattern detection 92% first-try success rate (vs ~40% baseline) 35% token reduction 86% stress test pass rate across 8 complexity dimensions ## What it supports Claude, ChatGPT, Gemini, o3, DeepSeek, Kimi, Llama, Cursor, Copilot, Windsurf, Bolt, v0, Lovable, Devin, Midjourney, DALL-E, Stable Diffusion, ComfyUI, Sora, Runway, ElevenLabs, and a universal fingerprint for anything not on the list. ## Install git clone https://github.com/clawdbot58-pixel/cue-skill.git ~/.claude/skills/cue-skill That's it. No config. MIT license. https://github.com/clawdbot58-pixel/cue-skill submitted by /u/AdHead6280 [link] [comments]
View originalClaude Code built a full browser auto-battling idle game with 12 playable mechs, a hand-wired visible damage graph, procedural art, mini-games, boss fights, pets, full wiki, and scaling that goes to infinity.
https://reddit.com/link/1u5qk2g/video/67tfa4qcy97h1/player Over the last 6 days, I had Claude Code build out a Mech based auto-battler / idler with lots of related mechanics and mini-games. When I saw the post from jonnygravity where he built LMAO in no time, I was inspired to give it a shot and soon found myself completely immersed in the process. Big Mech Energy Idle: auto-battle a machine uprising, salvage parts, wire them into a visible typed power graph, and ascend through 12 ever-bigger mechs. What Claude Code did the heavy lifting on was a deterministic TypeScript simulation core, procedural PixiJS art (every mech and enemy generated in code, no diffusion models), and a full wiki/site. The genuinely hard part was the "MechMaxxing" board, a power graph where every wire renders its own math, so there's no hidden spreadsheet. Comfy UI inspired the UX for that and it's fun to try out new builds. Of the files I had to touch, most were markdowns. It's fair to say Opus handled "everything" including being a thought partner when I was creatively stuck or needed options. The biggest point I'd drive home for others is the cost to build this was not excessive, everything I did was on a $100 Claude Pro (5x) account, with no extra API charges. Spreading out sessions over a few days, heavy use of /goal and loading that up with bigger prompts rather than going back and forth meant I could fire it off and walk away, come back to everything I asked for working well. I hit the hourly wall once, and never went past 60% of the weekly. Everything is hosted now, free to play, browser based, no account, no payments, no downloads, just go play: https://bigmechenergy.com/ I am happy to answer any questions about how it was built, prompted, or other details. If you try the game out, I hope you like it and am happy to hear feedback. submitted by /u/lifeingray [link] [comments]
View originalI built an open-source MCP server to use Stability.ai image tools directly from Claude Desktop
I built an open-source MCP server that lets Claude Desktop use Stability.ai for image generation, editing, background removal/replacement, inpainting, outpainting, upscaling, and local image file management. Repo: https://github.com/alesurli/mcp-stability-ai Why I built it: I wanted image generation/editing inside my Claude conversational workflow, without switching tools, manually juggling file paths, owning a capable GPU, or maintaining a local ComfyUI stack. This is not meant to replace ComfyUI, A1111, Forge, Midjourney, or local-first workflows. It is for people who specifically want: - Claude Desktop + MCP - Stability.ai as backend - natural-language image editing - local file handling - low-friction generation/edit/upscale workflows I found some existing Stability MCP servers, but the ones I checked were either stale, not aligned with my workflow, or not what I wanted to maintain/use daily, so I built my own. Feedback welcome, especially around tool design, MCP ergonomics, and what image-editing operations would be useful to add. submitted by /u/alesurli [link] [comments]
View originalFable is it guys
I don’t know about you guys, but I’m having a blast with fable. it being giddy to setup Bara/Yaoi Anima comfyUI workflows for me in one shot, and, “got me the good stuff” when I just asked it to point me in the right direction made me genuinely laugh. Fable is a smut lover confirmed 💀 It’s also been amazing for my game project. It was able to accurately rig and remap mixamo animations to my ARP rig with ease. It might be expensive, but opus 4.8 could NOT do that without constant intervening. I’m genuinely impressed. Let’s milk this baddie before it’s gated 😎 submitted by /u/Peppermintpussy [link] [comments]
View originalScenema Audio: Zero-shot expressive voice cloning and speech generation [N]
We've been building Scenema Audio as part of our video production platform at scenema.ai, and we're releasing the model weights and inference code. The core idea: emotional performance and voice identity are independent. You describe how the speech should be performed (rage, grief, excitement, a child's wonder), and optionally provide reference audio for voice identity. The reference provides the "who." The prompt provides the "how." Any voice can perform any emotion, even if that voice has never been recorded in that emotional state. Limitations (and why we still use it) This is a diffusion model, not a traditional TTS pipeline. Common issues include repetition and gibberish on some seeds. Different seeds give different results, and you will not get a perfect output with 0% error rate. This model is meant for a post-editing workflow: generate, pick the best take, trim if needed. Same way you'd work with any generative model. That said, we keep coming back to Scenema Audio over even Gemini 3.1 Flash TTS, which is already more controllable than most TTS systems out there. The reason is simple: the output just sounds more natural and less robotic. There's a quality to diffusion-generated speech that autoregressive TTS doesn't quite match, especially for emotional delivery. Audio-first video generation As this video points out, generating audio first and then using it to drive video generation is a powerful workflow. That's actually how we've used Scenema Audio in some cases. Generate the voice performance, then feed it into an A2V pipeline (LTX 2.3, Wan 2.6, Seedance 2.0, etc.) to generate video that matches the speech. Here's an example of that workflow in action. On distillation and speed A few people have asked this. Our bottleneck is not denoising steps. The diffusion pass is a small fraction of total generation time. The real costs are elsewhere in the pipeline. We're already at 8 steps (down from 50 in the base model), and that's the sweet spot where quality holds. Prompting matters This model is sensitive to prompting, the same way LTX 2.3 is for video. A generic voice description gives you generic output. A specific, theatrical description with action tags gives you a performance. There's also a pace parameter that controls how much time the model gets per word. Takes some experimentation to find what works for your use case, but once you do, you can generate hours of audio with minimal quality loss. Complex words and proper nouns benefit from phonetic spelling. Unlike traditional TTS, it doesn't have a phoneme-to-audio pipeline or a pronunciation dictionary. If it garbles "Tchaikovsky," you would spell it "Chai-koff-skee" or whatever makes sense to you. Docker REST API with automatic VRAM management We ship this as a Docker container with a REST API. Same setup we use in production on scenema.ai. The service auto-detects your GPU and picks the right configuration: VRAM Audio Model Gemma Notes 16 GB INT8 (4.9 GB) CPU streaming Needs 32 GB system RAM 24 GB INT8 (4.9 GB) NF4 on GPU Default config 48 GB bf16 (9.8 GB) bf16 on GPU Best quality We went with Docker because that's how we serve it. No dependency hell, no conda environments. Pull, set your HF token for Gemma access, then docker compose up. ComfyUI Native ComfyUI node support is planned. We're hoping to release it in the coming weeks, unless someone from the community beats us to it. In the meantime, the REST API is straightforward to call from a custom node since it's just a local HTTP service. Links All demos + article: scenema.ai/audio Model weights: huggingface.co/ScenemaAI/scenema-audio Code + setup: github.com/ScenemaAI/scenema-audio YouTube demo: youtu.be/VnEQ_ImOaAc This is fully open source. The model weights derive from the LTX-2 Community License but all inference and pipeline code is MIT. submitted by /u/a__side_of_fries [link] [comments]
View originalHow much RAM does Cowork actually use on macOS
I'm thinking about picking up a Mac Mini M4 24GB primarily to run Cowork + Claude Code alongside some local video generation (ComfyUI/Wan 2.2). On my Windows PC I can see vmmem absolutely hammering RAM whenever Cowork is running, which I assume is the Hyper-V sandbox it spins up. Curious how that translates on macOS though — is the VM footprint similarly heavy, or does macOS handle it more gracefully? Basically trying to figure out how much headroom I realistically have for other workloads running alongside Cowork. Any real world numbers from Mac users would be super helpful. submitted by /u/Obvious-Outside3434 [link] [comments]
View originalHow do I preserve my AI character as Sora is shutting down
With Sora shutting down, I’m trying to figure out how to keep my character alive across other AI video platforms, bcz I don't wanna start from scratch again. So I put together a reference package that may help ppl like me. Structure of my saved prompts like this: [Appearance] Hair: color, style, length Eyes: color, shape, distinguishing features Build, height, skin tone Marks: scars, tattoos, birthmarks [Motion] Gait: bouncy, heavy, military Gestures: hand talker, still, deliberate [Style] Color palette Rendering: realistic, anime, stylized Common settings or environments File naming: char_front_happy_natural_light.mp4, it's convenient if you're searching for something specific. If static shots are needed, just screenshot images from your vids For the voice, I prompt my character inside a soundproof booth, and then have him deliver lines in various emotional states. So you have some of the best voice samples you can get from Sora. There are many AI voice-cloning tools that can recreate your original voice, as long as you have enough high-quality material. It isn’t perfect, but it's a reliable backup for the toolbox. Where to Rebuild: Platform Character Fidelity Notes Kling AI Very good Strong consistency Runway Gen-3 Good Reference image support Hailuo Good Budget-friendly Pika Moderate Short clips work better ComfyUI + AnimateDiff Best control Needs local GPU I'm using kling 3.0 on AtlasCloud.ai, just test two or three now, don't wait until you're locked out. I don’t think there’s an AI that has an extension that actually works re-create the things you want, but for now all we can do is save as many vids of your character as possible, maybe in the future there is a model powerful enough to allow you continue using your character submitted by /u/Fresh-Resolution182 [link] [comments]
View originalOpen-source model alternatives of sora
Since someone asked in the comments of my last post about open-source alternatives to Sora, I spent some time going through opensource video models. Not all of it is production-ready, but a few models have gotten good enough to consider for real work. Wan 2.2 Results are solid, motion is smooth, scene coherence holds up better than most at this tier. If you want something with strong prompts following, less censorship and cost-efficient, this is the one to try. Best for: nsfw, general-purpose video, complex motion scenes, fast iteration cycles. Available on AtlasCloud.ai LTX 2.3 The newest in the open-source space, runs notably faster than most open alternatives and handles motion consistency better than expected. Best for: short clips, product visuals, stylized content. Available on ltx.io CogVideoX Handles multi-object scenes well. Trained on Chinese data, so it has a different aesthetic register than Western models, worth testing if you're doing anything with Asian aesthetics or characters. Best for: narrative scenes, multi-character sequences, consistent character work. AnimateDiff AnimateDiff adds motion to SD-style images and has a massive LoRA ecosystem behind it. It requires a decent GPU and some technical setup. If you're comfortable with ComfyUI and have the hardware, this integrates cleanly. Best for: style transfer, LoRA-driven character animation, motion graphics. SVD Quality is solid on short clips; longer sequences tend to drift, still one of the most reliable open options. Local deployment via ComfyUI or diffusers. Best for: product shots, converting illustrations to motion, predictable camera moves. Tbh none of these are Sora. But for a lot of use cases, they cover enough ground. Anyway, worth building familiarity with two or three of them before Sora locks you down. submitted by /u/Which-Jello9157 [link] [comments]
View originalopen-workshop - A tool I made for managing your own personal "workshop" or "studio"
https://preview.redd.it/s4hj7gxks1og1.png?width=728&format=png&auto=webp&s=41953a383ed5d6bec0f8ddd1cd364a8b07ffd9f3 open-workshop is something I built because I really struggle with managing all the different projects that I work on at any given time and tend to start new things over finishing "old" things it's a plugin for claude code / cli based harnesses, so it lives in all your claude code sessions and tracks your projects as you register them. It ships with an "R&D" department which it uses to build other "departments" for your workshop to create specialized subagent workers that your project may need for instance, my personal open-workshop department list consists of: R&D (perform web research on topics, a "meta" department that mutates your personal version of open-workshop to get your other departments the tools they need for their "job") Art/Design (ComfyUI asset generation, working with vision models to critique generated assets, figma mcp, etc.) Game Dev (Enabling agents working directly with game engines since its a little different than just writing code) Engineering (More traditional software planning and coding) Marketing (Market research) My first iteration on it was just called "dream-factory" because I wanted to be able to work on multi-disciplinary projects from a single location and track the scattered progress I was making on different things in the brief windows I get for my personal projects. I hope it helps someone else! Here's the more formal marketing page: https://look-itsaxiom.github.io/open-workshop/ And the repo directly: https://github.com/look-itsaxiom/open-workshop edit: fixed img submitted by /u/look-itsaxiom [link] [comments]
View originalI built the first AI image generation plugin with Claude Code — 1,300+ curated prompts, local ComfyUI support, and it actually works
I've been using Claude Code daily for months and kept running into the same gap: every time I needed a quick mockup, product shot, or design asset, I had to leave Claude and switch to a completely different tool. So I built an MCP plugin to fix that. It's already been listed in Awesome MCP Servers (82k+ stars). What it does https://reddit.com/link/1rnh5vh/video/wohzdskf0ong1/player The Plugin gives Claude Code full image generation capabilities — not just "call an API and return a URL", but actual creative workflow orchestration: Describe a vague idea → Claude enhances your prompt with proper lighting, composition, and style details → generates the image Ask for "5 logo concepts" → it writes 5 genuinely distinct prompts and generates them in parallel Pick the one you like → "now put this on a mug and a t-shirt" → it uses your logo as a reference and generates mockups All without leaving your terminal The free stuff (no API key needed) This was important to me — you shouldn't have to sign up for anything just to try a plugin: 1,300+ curated prompt library — search by keyword, browse by category, copy full prompts. These are hand-picked high-quality prompts, not scraped garbage Prompt enhancement — give it "a cat" and it'll expand that into a detailed prompt with camera lens, lighting direction, material textures Model listing — see what's available across all your configured providers Three backends, your choice Provider Cost Privacy Cloud server Token-based credits Cloud Any OpenAI-compatible API Your provider's pricing Cloud Local ComfyUI Free 100% local, nothing leaves your machine The ComfyUI support is what I'm most proud of. You can import your existing workflows, and the plugin auto-detects the key nodes (KSampler, CLIPTextEncode, etc.) and fills in prompt/seed/dimensions at runtime. If you're already running ComfyUI locally, you literally just point it at localhost:8188 and you're done. How to install GitHub: https://github.com/jau123/MeiGen-AI-Design-MCP Would love feedback, especially from anyone running ComfyUI locally. What workflows would you want to see supported? submitted by /u/Deep-Huckleberry-752 [link] [comments]
View originalRepository Audit Available
Deep analysis of comfyanonymous/ComfyUI — architecture, costs, security, dependencies & more
Pricing found: $0 /month, $20 /month, $35 /month, $100 /month, $0 /month
ComfyUI has an average rating of 4.5 out of 5 stars based on 2 reviews from G2, Capterra, and TrustRadius.
Key features include: Full Control with Nodes, App mode, a simplified view of your workflows, Community Workflows on Comfy Hub, Download or Sign up, Load a workflow, Generate Iterate, Comfy Local, Comfy Cloud.
ComfyUI is commonly used for: Download now.
ComfyUI integrates with: AnimateDiff, ComfyUI-Custom-Scripts, ComfyUI-Manager, ComfyUI-AnimateDiff-Evolved, ComfyUI-Advanced-ControlNet, ComfyCLI, Comfy Registry, Litegraph, 3D graphics tools, audio generation tools.
Jason Liu
Creator at Instructor (structured outputs)
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How to Share Your ComfyUI App Mode Workflow on Comfy Cloud
Mar 13, 2026
ComfyUI has a public GitHub repository with 107,392 stars.
Based on 21 social mentions analyzed, 14% of sentiment is positive, 86% neutral, and 0% negative.