Instructions to use Kezmark/Mordant-1.2B-Think with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- llama-cpp-python
How to use Kezmark/Mordant-1.2B-Think with llama-cpp-python:
# !pip install llama-cpp-python from llama_cpp import Llama llm = Llama.from_pretrained( repo_id="Kezmark/Mordant-1.2B-Think", filename="gguf/Mordant-1.2B-BF16.gguf", )
llm.create_chat_completion( messages = [ { "role": "user", "content": "What is the capital of France?" } ] ) - Notebooks
- Google Colab
- Kaggle
- Local Apps Settings
- llama.cpp
How to use Kezmark/Mordant-1.2B-Think with llama.cpp:
Install from brew
brew install llama.cpp # Start a local OpenAI-compatible server with a web UI: llama-server -hf Kezmark/Mordant-1.2B-Think:BF16 # Run inference directly in the terminal: llama-cli -hf Kezmark/Mordant-1.2B-Think:BF16
Install from WinGet (Windows)
winget install llama.cpp # Start a local OpenAI-compatible server with a web UI: llama-server -hf Kezmark/Mordant-1.2B-Think:BF16 # Run inference directly in the terminal: llama-cli -hf Kezmark/Mordant-1.2B-Think:BF16
Use pre-built binary
# Download pre-built binary from: # https://github.com/ggerganov/llama.cpp/releases # Start a local OpenAI-compatible server with a web UI: ./llama-server -hf Kezmark/Mordant-1.2B-Think:BF16 # Run inference directly in the terminal: ./llama-cli -hf Kezmark/Mordant-1.2B-Think:BF16
Build from source code
git clone https://github.com/ggerganov/llama.cpp.git cd llama.cpp cmake -B build cmake --build build -j --target llama-server llama-cli # Start a local OpenAI-compatible server with a web UI: ./build/bin/llama-server -hf Kezmark/Mordant-1.2B-Think:BF16 # Run inference directly in the terminal: ./build/bin/llama-cli -hf Kezmark/Mordant-1.2B-Think:BF16
Use Docker
docker model run hf.co/Kezmark/Mordant-1.2B-Think:BF16
- LM Studio
- Jan
- vLLM
How to use Kezmark/Mordant-1.2B-Think with vLLM:
Install from pip and serve model
# Install vLLM from pip: pip install vllm # Start the vLLM server: vllm serve "Kezmark/Mordant-1.2B-Think" # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:8000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "Kezmark/Mordant-1.2B-Think", "messages": [ { "role": "user", "content": "What is the capital of France?" } ] }'Use Docker
docker model run hf.co/Kezmark/Mordant-1.2B-Think:BF16
- Ollama
How to use Kezmark/Mordant-1.2B-Think with Ollama:
ollama run hf.co/Kezmark/Mordant-1.2B-Think:BF16
- Unsloth Studio
How to use Kezmark/Mordant-1.2B-Think with Unsloth Studio:
Install Unsloth Studio (macOS, Linux, WSL)
curl -fsSL https://unsloth.ai/install.sh | sh # Run unsloth studio unsloth studio -H 0.0.0.0 -p 8888 # Then open http://localhost:8888 in your browser # Search for Kezmark/Mordant-1.2B-Think to start chatting
Install Unsloth Studio (Windows)
irm https://unsloth.ai/install.ps1 | iex # Run unsloth studio unsloth studio -H 0.0.0.0 -p 8888 # Then open http://localhost:8888 in your browser # Search for Kezmark/Mordant-1.2B-Think to start chatting
Using HuggingFace Spaces for Unsloth
# No setup required # Open https://huggingface.co/spaces/unsloth/studio in your browser # Search for Kezmark/Mordant-1.2B-Think to start chatting
- Atomic Chat new
- Docker Model Runner
How to use Kezmark/Mordant-1.2B-Think with Docker Model Runner:
docker model run hf.co/Kezmark/Mordant-1.2B-Think:BF16
- Lemonade
How to use Kezmark/Mordant-1.2B-Think with Lemonade:
Pull the model
# Download Lemonade from https://lemonade-server.ai/ lemonade pull Kezmark/Mordant-1.2B-Think:BF16
Run and chat with the model
lemonade run user.Mordant-1.2B-Think-BF16
List all available models
lemonade list
Mordant-1.2B-Think
A full fine-tune of LFM2.5-1.2B-Thinking focused on AI image generation composition with chain-of-thought reasoning.
Overview
Mordant-1.2B-Think is the fastest and most lightweight model in the Mordant family. Despite its size, it produces well-structured compositions with solid spatial reasoning. It is particularly well-suited for prompt enhancement and art style infusion tasks, where the composition is already defined and the model's job is to rewrite or transform it — making it an ideal always-loaded companion in a ComfyUI pipeline.
The model was trained on a personally curated dataset of 7,203 highly detailed compositions spanning a wide variety of tasks, genres, universes, art styles, and emotional contexts. All training examples include reverse-engineered chain-of-thought thinking bubbles with a consistent "sharp, caustic, professional mentor" personality — present only within the reasoning phase, not the final output.
Intended use:
- Generating detailed, spatially structured image prompts from a short description
- Enhancing an existing prompt with compositional depth
- Infusing a specific art style into an existing composition
- Fast iterative generation in a local ComfyUI pipeline
Model Family
| Model | Base | Size | Best For |
|---|---|---|---|
| Mordant-1.2B-Think | LFM2.5-1.2B | ~1.3 GB (Q8) | Speed, PE, style infusion |
| Mordant-3B-Think | Granite-4.1-3B | ~3.5 GB (Q8) | Balanced quality and speed |
| Mordant-7B-Think | OLMo-3-7B | ~8 GB (Q8) | Strong compositional reasoning |
| Mordant-12B-Think | Mistral-Nemo-12B | ~13 GB (Q8) | Flagship quality |
GGUF Files (Recommended)
Quantized GGUF files for local inference (LM Studio, llama.cpp, KoboldCpp, Comfy-UI with the provided node, etc.) are in the gguf/ folder.
| File | Size | Notes |
|---|---|---|
Mordant-1.2B-Think-BF16.gguf |
~2.3 GB | Lossless |
Mordant-1.2B-Think-Q8_0.gguf |
~1.3 GB | Near-lossless, recommended |
Safetensors (Full Weights)
Full weights for further fine-tuning or conversion are in the safetensors/ folder alongside the tokenizer and chat template.
from transformers import AutoModelForCausalLM, AutoTokenizer
model = AutoModelForCausalLM.from_pretrained(
"Kezmark/Mordant-1.2B-Think",
subfolder="safetensors",
trust_remote_code=True,
device_map="auto",
)
tokenizer = AutoTokenizer.from_pretrained(
"Kezmark/Mordant-1.2B-Think",
subfolder="safetensors"
)
Inference Format
The model uses ChatML format with a <think> block pre-seeded on generation. A custom Jinja chat template is included in the safetensors folder.
<|im_start|>system
You are an expert composition writer.
<|im_end|>
<|im_start|>user
{your prompt}
<|im_end|>
<|im_start|>assistant
<think>
{reasoning — Mordant's internal critique and spatial breakdown}
</think>
{final composition}
<|im_end|>
The system prompt is optional, but highly recommended, espeically for generation. The model is anchored in its composition output behavior without one, but a minimal prompt helps ensure consistency:
You are an expert composition writer.
Art Styles
The model has been trained on the following named art styles. Use the full name followed by "art style" for best results (e.g. "rendered in Watercolor art style"). The model may handle styles beyond this list, but these are the ones explicitly trained on.
- 16-bit Pixel Art
- 8-bit Pixel Art
- 90s Anime-OVA
- American Superhero Comics - Silver Age
- Architectural Fantasy Linework
- Art Nouveau
- Atmospheric Impasto Oil Painting
- Charcoal Drawing
- Chinese Landscape Relief Sculpture
- Cinematic Fantasy Illustration
- Disney Afternoon Animation
- Expressionist Digital Illustration
- Franco-Belgian Comic - Ligne Claire
- French Graphic Novel - Metal Hurlant
- Golden Age Book Illustration
- Gouache Illustration
- Grunge Collage
- Hanna-Barbera Flat Animation
- High Energy Flat Graphic Anime
- Japanese Ink Wash
- Layered Anime Scenery Illustration
- Low Poly 3D
- Manga - Seinen
- Mirrors Edge Clean Style
- Oil Painting - Classical
- Oil Painting - Impressionist
- Painterly Fantasy Matte Illustration
- Painterly Neon Digital Art
- Painterly Strong Graphic Novel
- Pastel - Soft
- Pen and Ink Sketch
- Pencil Sketch
- Pop Art Graphic Illustration
- Psychedelic Expressionist Horror
- Retro Graphic Novel Poster Illustration
- Risograph Print
- Studio Ghibli Aesthetic
- Technical Graphic Illustration - Duotone
- Vaporwave Aesthetic
- Vintage Pulp Fiction
- Watercolor
- Woodblock Print - Japanese Ukiyo-e
Examples
All of the following examples are generated using LM Studio and the BF16 gguf of all models. These were all extracted with a script, without me checking so they are all as is, first generation. All of them generated with the following settings:
SYSTEM PROMPT: You are an expert composition writer.
TEMPERATURE = 0.7 TOP_P = 0.95 TOP_K = 50 MIN_P = 0.05 MAX_TOKENS = 4096 REPEAT_PENALTY = 1.0/off
Example 1 — A lone cargo hauler drifting past a derelict space station o...
Prompt: A lone cargo hauler drifting past a derelict space station orbiting a dying sun, rendered in matte painting concept art style.
Thinking:
spatial logic starts with verticality—sun dominates upper frame to sell its oppressive scale while station anchors midground as decayed counterpoint floating debris becomes compositional shorthand for collapse the cargo hauler’s placement left third creates diagonal tension against sun’s gravitational pull offscreen horizon avoids static center stage makes it feel like a threat lurking beyond frame’s edge background clouds aren’t just filler they’re atmospheric pressure pushing everything else into focus matte painting demands flatness so gradients are sacrificed in favor of bold shadows and texture contrast the station’s rusted metal plates must clash with sun’s cold blue-white glow to scream entropy while keeping its geometry precise because organic decay would muddle the composition debris fields need jagged angles not soft blends—this isn’t a watercolor sunset it’s a warzone rendered in oil sticks sun as primary light source defines every shadow angle no room for ambiguity here even if it means making the hauler’s cargo crates look like topographic maps of ruin color palette is all about emotional shorthand cool blues and whites scream desolation warm oranges are just enough to keep eyes flickering but not enough to soften the despair everything else—no depth cues except implied by negative space station’s fractured windows aren’t detailed because they’re irrelevant now just a visual pun on “abandoned” sun’s position right of frame creates asymmetrical weight dragging composition leftward toward hauler then upward into oblivion this isn’t realism it’s symbolism every element is either a weapon or collateral damage in the visual apocalypse
Composition:
A matte painting concept art style renders this vertical composition of space exploration and atmospheric collapse. The scene is built from flat, painted surfaces with visible brush texture, where color fields blend smoothly without gradient transitions.
Foreground: The lower third dominates by a lone cargo hauler positioned slightly left-center on the frame's edge. Its matte white paintwork is outlined in bold black ink that defines its clean geometric lines—no shading or highlights within each panel; just flat, painted shadows beneath edges and flat surfaces. The vessel carries three rectangular crate cargo units mounted to its midsection: one near center-right with red wrappers, another slightly left of frame edge showing orange stickers, the third near bottom-left displaying black tape labels.
Mid-Ground: Beneath and above the hauler stretches a vast sky filled with thick painted clouds that form solid masses rather than soft gradients—their edges are sharp where they meet the sunlit upper atmosphere but otherwise flat surfaces. A massive space station looms in center-midground, its rusted metal plates rendered as distinct color blocks without texture variation. Its windows glow warm orange from within—flat painted light sources illuminating entire structures below their openings rather than casting shadows.
Background: The distant horizon features a dying sun positioned right-of-frame as a solid blue-white disc with no atmospheric softening around it—a stark contrast to the painted clouds above. The space station's broken windows and exposed pipes are suggested by simple geometric shapes against its rust-colored backdrop, while floating debris fields below remain pure white voids or textured patches that don't blend into surrounding atmosphere.
Lighting: The sun serves as primary light source—its glow casts flat orange-red illumination downward onto the hauler's surfaces without soft edges or falloff. Shadows are sharp-edged black shapes beneath cargo crates and within station windows, creating stark contrast between illuminated areas and dark background elements that have no internal luminosity.
Example 2 — fantasy potion shop interior with shelves full of colorful b...
Prompt: fantasy potion shop interior with shelves full of colorful bottles, a shopkeeper behind the counter, in 16-bit pixel art with a limited 32-color palette.
Thinking:
spatial logic first prioritize verticality to maximize verticality within constrained palette so floor-to-ceiling shelves are nonnegotiable they create depth and allow layering of bottle textures from glass to ceramic no horizontal sprawl would waste the 16bit grid’s limitations foreground needs immediate focus so center-right placement for countertop creates asymmetrical tension but not chaos the shopkeeper must anchor midground slightly offset right their posture says alertness hands hovering over potion labels implies interaction without cluttering focal point shelf depth is calculated each bottle a deliberate shape color variations suggest material differences clear glass vs amber ceramic avoids flat monotony even with 32 colors limited palette needs hierarchy so primary bottles dominate secondary ones fade into shadowed recesses behind them that’s not laziness it’s strategic negative space defining form and scale lighting must carve drama warm yellow source at top-left isn’t arbitrary creates long shadows rightward guiding eye toward counter while left side stays cool shadow pockets add dimension without competing with bottle hues glass surfaces reflect light precisely to emphasize refraction on each vial no soft edges here pixel art thrives on hard boundaries this isn’t a watercolor dream it’s structural clarity color blocking is critical blue green red yellows no neutrals just bold statements that scream “look at me” but never shout the 32 palette forces restraint so every hue serves dual purpose texture and narrative the ceramic bottle with amber body hints at aged material while clear glass pops as a fresh specimen shopkeeper’s posture slightly hunched not rigid shows engagement without overexertion their shadow stretches diagonally toward bottles creating crosshatching that adds tactile depth to flatness this isn’t 2d it’s 3d illusion in 32 colors the challenge was making it feel alive within technical limits so every choice screams intentionality no random color swaps just calculated contrasts and implied stories through form light and shadow this shop isn’t just a place it’s an ecosystem of materials and mood
Composition:
A 16-bit pixel art scene of a fantasy potion shop interior, rendered with a limited 32-color palette. The composition is structured around three distinct spatial zones:
Foreground: The immediate foreground features the wooden countertop in sharp focus to the left-center, its surface covered by an array of bottles arranged on flat, hard-edged shelves. In the lower-left corner, a glowing vial pulses with soft blue light; its glass surface reflects the warm yellow glow from above with precise pixel-defined refraction. To the right of the counter sits the shopkeeper—a figure in worn but clean clothing—standing slightly behind the bottles. Their posture is alert as they lean over a shelf to examine a labeled bottle, their shadow cast by the overhead light stretching diagonally across the floor toward the center-right.
Mid-Ground: The mid-ground is dominated by a deep wooden shelving unit running vertically from the bottom edge to just above the ceiling. The shelves are filled with bottles of varying shapes and colors—clear glass vials in crisp cyan, amber ceramic containers in muted gold, and dark glass bottles in deep blue—that create a textured pattern of hard-edged pixels. Each bottle is distinct within its color family, with subtle variations in shape suggesting material differences but contained by the pixel grid's constraints. The shelves themselves are rendered as flat planes with slightly different shadows cast by the overhead light.
Background: The background consists of recessed shelving units further up and to the right, where smaller bottles create a layered depth effect through receding color blocks and shadowed areas that define form without softening edges. A single large shelf at the far end holds the primary focal point: a massive glass bottle emitting a warm, intense yellow light from within its clear body. Its surface shows precise pixel-defined reflections of this glow, while nearby bottles fade into darker tones in shadowed recesses behind it, all rendered with clean linework and limited color variation to maintain cohesion across the scene's palette.
Lighting: The lighting is defined by hard shadows cast by overhead lamps positioned at ceiling height. The primary light source—warm yellow-white from above—is diffused through a grid of geometric panels that creates sharp, angular shadows stretching diagonally across the floor toward the right side of the room. These shadows are cast with pixel-level precision onto the wooden surfaces below. A secondary cool blue ambient light glows from recessed wall fixtures on the left edge, casting soft, rectangular shadows that contrast sharply with the warm foreground illumination and adding depth to the recessed areas.
Color: The scene is rendered using a strict palette of 32 distinct colors—predominantly blue green red yellows—and clear glass surfaces reflect light precisely without distortion. The bottles are grouped by color family but maintain hard edges between hues, creating visual hierarchy through contrast rather than saturation.
Example 3 — A quiet, melancholic autumn park bench under a single lamp p...
Prompt: A quiet, melancholic autumn park bench under a single lamp post at dusk, leaves falling, in watercolor and ink illustration style.
Thinking:
spatial logic first—autumn implies decay so the scene needs layers of texture decay is key here no pristine leaves just frayed edges and smudged gradients that whisper age the bench must anchor the lower left its cracked wood rendered as soft washes bleeding into darker undertones because cracks aren’t sharp they’re worn like old skin watercolor’s transparency lets light through but also absorbs it creating pockets of shadow perfect for that melancholic glow the figure seated center-right isn’t posed she’s angled slightly toward the lamp post’s base making her seem to absorb the light as if it’s a physical presence or memory her posture leans into stillness not action why? because loneliness often lives in absence no movement just weight in silhouette those ink lines around her shoulders aren’t just detail they’re structural—defined edges against the watery background to keep focus on form but also hint at fragility watercolor’s dry-brush effect here would soften too much so we layer translucent washes over rough strokes creating that tension between control and decay
midground bench legs cradle her like a tomb their curves echoing the lamp post’s silhouette symmetry without being static—each leg a separate wash of diluted ink blending into ground to suggest erosion time wearing down even stone the scattered leaves aren’t random they’re directional smudges falling from upper right toward lower left creating forced perspective movement but also visual weight distribution dragging the eye toward her position that cluster near the bench’s edge has more opaque layers while distant debris is ghostly washes—balance between detail and erasure
background needs depth without competing so background trees fade into pale blue at top their leaves dissolving with watercolor’s soft edges into indigo sky no hard lines just gradients fading like memory itself that single lamp post at far right? its gnarled form cut cleanly against the sky because subtlety there matters—its branches are inked with precision to contrast the loose washes of distant foliage creating a visual anchor point without overshadowing the melancholy
lighting is everything here dusk isn’t just time it’s color temperature warm orange on her face cool blue-green in shadows watercolor can’t do gradients so we use transparent layers over darker underpaintings to simulate that shift lamp post as primary light source casting soft-edged shadows onto bench legs and figure—those edges aren’t sharp they’re blurred by the same washes that unify everything harmony through restraint the single lamp isn’t just a fixture it’s the only active element in an otherwise passive environment every other object exists to mirror its presence or contrast its absence
critique why not more figures? because solitude is the narrative here no crowd distractions focus stays on her the watercolor wash over ink lines prevents them from clashing visually—watery areas soften edges making everything feel ephemeral even stone feels alive with dampness that’s the trick melancholy isn’t sad it’s aesthetically precise like decay itself
final check balance between mediums: washes for soft transitions ink for structure light defines form and mood every element serves three purposes texture memory emotion no fluff just deliberate decay as composition
Composition:
A watercolor and ink illustration of a quiet moment in an autumn park at dusk. The scene is framed by the dark silhouette of a single wooden bench positioned on the left side, its weathered surface rendered with soft washes that blend into darker tones where cracks form. A solitary figure sits center-right on this bench; her body is defined by clean ink lines against the watery background, while gentle watercolor washes suggest the gentle fall of leaves drifting in a breeze from upper right toward lower left. She faces away from the viewer but leans slightly forward, her hands resting near a cup or book across her lap — these details are softly outlined with fine pen strokes that contrast against the soft-edged washes filling her form.
The midground features two sturdy wooden legs supporting the bench; their surfaces show gentle watery texture where they meet the ground, while dry brush strokes suggest worn wood grain around them. To her left and right sit scattered fallen leaves — some rendered with visible watercolor transparency to create a soft glow on the stone beneath, others with rough ink lines for definition. In the background, tall trees stand as silhouettes against a sky fading from warm orange at dusk to deep blue-green above; their branches are outlined in precise black ink that contrasts sharply with the soft washes of distant foliage.
The primary light source is a single lamp post positioned far right on the left edge — its gnarled branches reach high into frame, casting soft-edged shadows from lower right toward center-left across the bench and figure's shoulders. This warm orange glow illuminates their faces and hands with transparent washes that let underlying colors show through. The light creates gentle shadows on stone surfaces: where lamp post touches wood legs, ink lines remain crisp against softer background tones — creating a harmonious blend between mediums while maintaining high contrast for focal points like the solitary figure's silhouette and her illuminated face.
Example 4 — Infuse the following composition in Oil Painting - Classical...
Prompt: Infuse the following composition in Oil Painting - Classical: This is a horizontal composition depicting a striking architectural complex isolated in a serene landscape during twilight. The scene is divided into three distinct spatial zones to establish depth and hierarchy. Foreground: The lower third of the frame is dominated by a calm expanse of water, rendered in deep teal and dark blue tones. The surface features subtle, horizontal ripples that stretch across the width, creating a textured effect. Reflected on this surface are distorted, shimmering streaks of warm yellow and amber light from the building above, contrasting sharply with the cool, cool-blue darkness of the water. Mid-Ground: The centerline is occupied by the architectural complex itself, situated on a small rocky island or peninsula. The structure features symmetrical symmetry consisting of two tall, rectangular concrete towers flanking angled wings. Large hexagonal lattice screens screen the sloped roofs of the wings. These screens are glowing with a warm, amber light from behind, creating a honeycomb pattern that illuminates the surrounding dusk air. The central block is lower and wider, featuring horizontal slats of windows where bright interior lights spill out, contrasting against the dark gray concrete exterior. The architecture is grounded by sparse landscaping on the rocky shore—a cluster of small, sculpted cypress-like trees and dry grasses clinging to the rocks—emphasizing the isolation of the structure. Background: Rising behind the building are rugged mountain ranges with jagged peaks, rendered in muted greys and dark blues that fade into the horizon. The sky above is a heavy, textured slate blue filled with low-lying clouds that catch the last residual light from the horizon on their undersides. Lighting: The lighting logic relies on color contrast between the warm artificial light of the building (approx. 2500–3000 Kelvin) and the cool ambient twilight (approx. 6000–8000 Kelvin). The internal lights create a glowing, volumetric haze through the hexagonal lattice screens, while the exterior concrete surfaces are lit by soft, diffused moonlight or sky light from above, creating sharp shadows in the deep recesses of the vertical slits within the towers. The water reflects these two distinct color palettes, mixing the cool blues and warm oranges into a dynamic, rippling surface texture.
Thinking:
horizontal layout demands layered depth not just spatial arrangement foregroundwater dominates lower third its tealdark blue must be thick impasto to imply movement while maintaining structural weight reflections need that contrast amber light source cant just sit flat it requires volumetric glow via transparent glazes over cool underpainting water streaks aren’t painted as lines but dissolved into wet paint’s surface tension midground complex symmetry is nonnegotiable rectangles vs angled wings hexagonal screens are the real star their honeycomb pattern demands crosshatching to mimic glass lattice while casting geometric shadows inside those towers the central block lower wider its windows must spill amber light not just radiate but pool creating a rhythmic contrast against dark gray concrete landscaping is minimalist sculpted cypress trees clinging rocks need rough impasto texture to suggest age and isolation background mountains fade into haze via layered cool blues gradients sky clouds are key here their undersides catch last light so use glazing to deepen shadows while keeping edges luminous lighting logic is about color temperature not just sources warm interiors glow through translucent layers over cooler underpainting water reflects dualities with thick impasto for warmth and thin transparent washes for coolness shadows in vertical slits must be sharp but softened at edges where light bleeds in that tension between isolation and luminosity is achieved by making every element serve the palette’s drama no filler just controlled chaos
Composition:
A classical oil painting of a striking architectural complex isolated in a serene landscape during twilight unfolds across three distinct spatial zones to establish depth and hierarchy. The foreground water dominates the lower third, its surface rendered with thick impasto that captures the ripples and reflections stretching horizontally across the width. Subtle horizontal streaks of warm yellow and amber light—applied as transparent glazes over cool blue undertones—create a shimmering contrast against this painted medium.
The mid-ground is occupied by the complex itself, situated on a small rocky island or peninsula. The architecture features symmetrical symmetry with two tall concrete towers flanked by angled wings; large hexagonal lattice screens screen sloping roofs that glow warmly from behind in a honeycomb pattern of glowing light. These screens cast geometric shadows inside their vertical recesses against the dark gray exterior walls. A central block is lower and wider, featuring horizontal slats of windows where bright interior lights spill out, contrasting against the dark concrete.
Sparse landscaping on the rocky shore includes small sculpted cypress-like trees and dry grasses clinging to rocks; these elements are rendered with rough impasto texture to emphasize isolation. The background presents rugged mountains in muted greys and dark blues that fade into atmospheric haze at the horizon, their jagged peaks illuminated by a heavy slate blue sky filled with low clouds catching last light on their undersides through transparent glazing layers.
The lighting logic relies on color contrast between warm artificial light (2500-3000K) of interiors and cool ambient twilight (6000-8000K). The building's internal lights create a volumetric haze through its hexagonal screens, while exterior concrete surfaces are lit by soft diffused sky light from above. Water reflects these dual palettes with painted texture—thick impasto for warmth mixed with thin transparent washes for coolness. Shadows in vertical slits within towers are sharp but softly blurred at their edges where light bleeds through, maintaining the painting's classical compositional clarity.
Example 5 — A dynamic combat scene in the Warhammer 40k universe, render...
Prompt: A dynamic combat scene in the Warhammer 40k universe, rendered in Painterly Strong Graphic Novel art style.
Thinking:
spatial tension requires immediate conflict so i anchor the chaos at a low angle to make everything feel like it’s being crushed by its own weight—gotham’s grimy streets under rain and neon signage that don’t quite fit warhammer’s cosmic dread now the foreground needs kinetic energy hence three figures mid-action but frozen in motion lines overlapping like shrapnel from a blast the combatant crouched left-right creates diagonal thrust pulling eyes upward toward the horned face while his stance braced on one leg screams precarious stability against whatever abomination lurks behind that blaster’s glow
midground demands scale so the enemy figure dominates with broad shoulders and a clawed hand hovering near its own chest—classic power dynamics but twisted here the horns jut like broken teeth catching light to emphasize its feral nature while the plasma weapon arcs forward not just for threat but as a visual anchor keeping all three figures in frame balance
background architecture must scream warhammer’s decay so crumbling gotham towers with exposed steel beams and flickering neon signs that flicker out of sync—subtle chaos without being obvious rain streaks cutting diagonally through the scene to imply motion blur even in stillness gotham’s skyline shouldn’t feel cozy here
lighting is all about contrast warm amber from windows clashes with cold blue plasma fire creating that stark dichotomy warhammer loves moral ambiguity so this isn’t just action it’s a visual scream of conflict between order and chaos the neon pink signs bleed into shadows like toxic fog making everything feel suspended in limbo
composition mechanics demand hierarchy those three figures are focal points but not equal—crouched combatant is aggressive midground enemy is the apex predator with horns as status symbols while gotham’s decaying skyline looms as an indifferent backdrop rain streaks guide the eye upward toward the horned face and plasma weapon all converging on that blinding white light of destruction
critique why not make everything static? because dynamic scenes need tension between stillness and movement the overlapping lines in motion blur aren’t just art—they’re narrative shorthand for imminent collision every element must serve either conflict or environment no room for sentimentality here this is grimdark combat rendered with painterly strength so sharp angles but softened textures that scream warhammer’s aesthetic
snark alert why bother with gotham if not to juxtapose it against the brutal horror of horned faces and plasma weapons—warhammer 40k thrives on that dissonance between familiarity and abomination even the rain isn’t just weather it’s a character itself reflecting neon like liquid fear
final check spatial logic flows from foreground action through midground threat to background decay all anchored by light that’s both weapon and metaphor this scene isn’t just combat it’s a visual battle cry for chaos
Composition:
A painterly graphic novel illustration of dynamic combat in the Warhammer 40k universe. The low-angle perspective places the viewer directly within the chaos, emphasizing the scale of conflict against a decaying gothic skyline bathed in neon pink and blue light.
Foreground Action: Three figures are locked in frantic motion across rain-slicked streets. On the far left edge, a combatant crouches low to the ground, leaning forward with aggressive tension as he fires a heavy blaster rifle toward an unseen enemy ahead. His dark armor is sharply defined by bold ink outlines that catch the ambient light; thick black lines define every rivet and plate edge with deliberate weight. The weapon itself glows with intense white-blue plasma fire, its glow rendered in stark contrast against the surrounding gloom—each line of energy drawn from the tip to the base is a graphic statement of violence frozen in motion.
Mid-Ground Threat: Directly ahead on the central street stands a towering figure that dominates the frame's center. This enemy character towers over the others with broad shoulders and imposing presence; his thick black horns jut sharply upward, catching glints of light that emphasize their feral nature against the dark stone walls. He holds two weapons in hand—one massive blaster gun angled forward for impact, its barrel rendered with thick ink outlines to separate it from the surrounding atmosphere; another weapon rests low on his shoulder or held close to his body as he prepares an attack. The lighting casts dramatic shadows that highlight the contours of his face and armor, every element defined by bold graphic lines.
Background Architecture: The scene is framed by crumbling gothic architecture that looms over the action. Tall stone towers rise from the street with exposed beams and windows glowing in warm amber light—each window pane rendered with thick ink strokes to suggest heat distortion; interior shadows deepen into voids where only faint outlines of figures might be visible. Heavy rain streaks diagonally across the entire image, their lines painted as sharp graphic elements that cut through the scene and emphasize motion blur in a stylized way. Flickering neon signs on distant buildings cast cool blue light onto wet surfaces below them, their glow bleeding into surrounding shadows with deliberate painterly strokes.
Lighting: The atmosphere is bathed in contrasting artificial lighting: warm golden-orange hues emanate from windows above while cold blue-white plasma fire illuminates the enemy's face and weapons—these two color palettes clash sharply against each other, creating visual tension that defines every shadow and highlight. The rain streaks add texture to the scene as they reflect both sources of light with deliberate brushwork.
The entire composition relies on a strong graphic structure: sharp outlines separating all elements from background, bold ink lines defining armor plates and weapons, thick black strokes for neon glow effects and rain streaks, and stark contrast between warm amber interiors and cold blue artificial light to create dramatic visual tension throughout the scene.
Example 6 — What is the difference between Architectural Fantasy Linewor...
Prompt: What is the difference between Architectural Fantasy Linework art style and Watercolor art style?
Thinking:
spatial logic starts with material constraints—architecture demands precision linework for structural integrity while watercolor’s fluidity invites chaos but also control need to reconcile that tension how do you make steel beams feel both rigid and ephemeral without traditional linework tools ah yes the wet-on-wet blobs mimicking rivets or stone textures are key here they’re not literal but suggestive enough to imply industrial grit without overrendering clever but risky if overdone
material properties matter too watercolor’s transparency creates that ghostly metal sheen on catwalks it’s about layering translucent washes to build depth like a 3d renderer using just pigment and paper now why settle for flat when you can imply weight through pigment density varying saturation in darker areas makes the architecture feel three-dimensional even without perspective grids
composition mechanics balance is everything here structured lines anchor the chaos of watercolor’s blooms but they mustn’t disrupt readability those sharp shadows from cross-hatched strokes are critical they carve form into flatness like cutting paper with a ruler then smudging edges with wet fingers genius move to keep it organic yet deliberate
viewer perception needs dual cues architecture as engineered systems versus nature reclaiming space watercolor’s soft transitions make that contrast visceral you see the tension between manmade and wild without needing a blueprint or render key is making the viewer feel the cold precision of steel while their eyes wander through loose, almost desperate strokes like an architect’s mind clashing with water’s unpredictability
historical vs fantastical elements—steel beams as rigid geometry versus organic curves in the structures that’s the core dichotomy here if you’re blending them it becomes muddy but if you let each style dominate the narrative while respecting its limitations you’ll achieve that hybrid magic
why not use digital tools? because watercolor thrives on physical constraints and the wetness of paper is an asset here those bleeding edges create accidental beauty like a mistake in drafting but also proof of process the final piece feels handcrafted which elevates it beyond mere illustration into something tactile and alive that’s the real difference isn’t it linework for control watercolor for soul
Composition:
The Architectural Fantasy Linework style merges meticulous penwork with fantastical elements, using precise ink linework to define structural forms—like steel catwalks or stone arches—while translucent washes of watercolor suggest organic textures within. This creates an elegant balance between architectural precision and dreamlike atmosphere.
In contrast, Watercolor art style relies on fluid pigment application that mimics natural processes: wet-on-wet blooms for metal grating, dry brush strokes for weathered stone, or gestural washes to imply flowing water or smoke. The medium’s transparency creates a ghostly, atmospheric quality where underlying layers peek through like half-remembered visions.
Key Differences Explained:
Medium & Process:
- Architectural Fantasy Linework: Pencil/ink lines define structure; washes suggest material without obscuring detail.
- Watercolor: Pigment blooms organically—no traditional linework, just fluid color interaction on paper’s tooth.
Lighting & Shadows:
- Architectural Fantasy: Sharp shadows from cross-hatched lines emphasize form; highlights appear as thin washes.
- Watercolor: Soft, bleed effects create ethereal light sources—no hard-edged shadows.
Material Properties:
- Linework style: Metal feels cold and rigid via precise linework; stone appears smooth through translucent washes.
- Watercolor: Rough textures emerge from pigment saturation—dark areas are more opaque, lighter areas more diluted.
Composition Balance:
- Architectural Fantasy: Structured lines anchor fantastical elements (e.g., gears inside arches).
- Watercolor: Loose strokes and blooms disrupt rigidity; forms feel alive rather than engineered.
Viewer Perception:
- Linework style: The viewer senses hidden mechanics beneath the surface—steel beams hold weight through ink.
- Watercolor: The medium’s transparency makes structures appear to float or dissolve into atmosphere.
Why This Hybrid Works:
The contrast between linework’s control and watercolor’s spontaneity creates a unique tension—a structured yet fluid world where every element feels both intentional and wildly organic. It’s not just illustration; it’s alchemy turning constraints (ink, paper) into beauty through precision and unpredictability.
🛠️ Included: Mordant Prompt Enhancer (Comfy‑UI Node)
A custom Comfy‑UI node (MordantPromptEnhancer) is included with this model. It automatically:
- Loads the GGUF file you select.
- Detects your GPU's VRAM and auto‑tunes the number of offloaded layers, leaving a safe 2 GB margin to avoid OOM errors.
- Handles all tokenization, prompt formatting (ChatML), and chain‑of‑thought parsing (
<think>…</think>). - Node looks for the gguf models in comfy-ui's "text_encoders" folder. Outputs:
composition(the final, rewritten prompt)thinking(the model's internal reasoning)
Installation
Place the node file in ComfyUI's custom_nodes/ folder. The only additional dependency is llama-cpp-python.
CPU‑only (no GPU offloading):
# Windows portable
python_embeded\python.exe -m pip install llama-cpp-python
# Linux / venv / Mac
pip install llama-cpp-python
GPU / CUDA — recommended (pre‑built wheels, no compiler required):
# Windows portable — replace cu121 with your CUDA version
python_embeded\python.exe -m pip install llama-cpp-python --extra-index-url https://abetlen.github.io/llama-cpp-python/whl/cu121
# Linux / venv — replace cu121 with your CUDA version
pip install llama-cpp-python --extra-index-url https://abetlen.github.io/llama-cpp-python/whl/cu121
Supported versions:
cu121·cu122·cu124·cu125— runnvidia-smito check yours (top‑right of output).
Build from source (advanced — only if wheels fail)
Requires CUDA Toolkit, CMake, and C++ build tools (Visual Studio on Windows).
# Windows
set CMAKE_ARGS=-DGGML_CUDA=on
python_embeded\python.exe -m pip install llama-cpp-python --force-reinstall --no-cache-dir
# Linux
CMAKE_ARGS="-DGGML_CUDA=on" pip install llama-cpp-python --force-reinstall --no-cache-dir
After restarting ComfyUI, the node appears under text/llm as Mordant Prompt Enhancer. Just pick your model and start composing.
License
This model is released under the Liquid AI Community License, inherited from the base model LFM2.5-1.2B-Thinking. Please review the license terms before use in commercial applications.
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