Skin color mismatch

Hello, and sorry for my English!

I’m relatively new to comfyui, I’ve made a comfortable workflow that does what I want it but recently I’ve noticed an issue.

When using Ultimate SD Upscaler, the colors lose their saturation and when using detailer debug (segs/pipe) for faces and hands. For example when I have a character with dark skin, the detailer makes the character’s face lighter and if I specify the skin color, it’d make it darker. And if I lower the detailer’s denoise, it will keep the skin as is but it won’t give the details I tell it like annoyed or smirking.

Is there a way to fix this?

I’m using Illustrious based models by the way.

Hi, I have the same problem here, I’m using an Illustrious-based Checkpoint and a SEGS detailer (comfyui Impact Pack) for impainting. 8 out of 10 times it generates corrections with a color mismatch around hands, faces, and so on. I can literally see the box shape around them, and that’s very annoying. It seems that nobody knows or cares about this issue, I can’t find one single thread on any forum.
for instance, a hand on a flat color background, when inpainted, will give me a hand in a shaded box, darker or lighter, no matter what the color is.

I’m trying to refine the negative prompt (too dark, too bright, oversaturated, etc.), and it kinda works, but the “box” effect, is still there, though barely.
changing CFG, steps number, seed, sampler/sheduler or anything in the Ksampler node doesn’t seem to do anything.

giving additional prompts (like “hand on a flat colored background”), doesn’t help either. I hope the community won’t ignore this post, as it’s frustrating as hell not to use inpainting on Illustrious based Checkpoints.
Any ideas??

What seemed to help me was:

  1. Making sure I use the same CFG, steps number, sampler/sheduler
  2. Increasing the bbox_dilation parameter to it’s max value 512.