Adventure Time Style Nanosaur2

https://civitai.com/models/2967859/adventure-time-style-nanosaur2

Recommended epoch: AdventureTimeStyle_5000.safetensors

Model description

Adventure Time Style LoRA for Nanosaur2

This document describes the training script changes made in this repo, the local setup used to run them, and the specific training run that produced the Adventure Time style LoRA for the Nanosaur2 670M illustration model.

Training script changes

The original `train_lora.py` from the base Nanosaur2 repo was a single-purpose script meant to be dropped into `ComfyUI/custom_nodes` and pointed at one folder of images at a time, with every hyperparameter hardcoded at the top of the file and no way to resume a run or preview progress. It has been reworked into a small standalone training tool that can live outside ComfyUI (but links to it).

Features:

  • Project-based configuration. Training is now driven by a `training/projects/<name>/config.ini` file per LoRA, generated from `training/config.template.ini`. Each project config sets its own dataset path, LoRA rank/alpha/target modules, optimizer, learning rate, scheduler, epoch/step caps, batch size, resolution, dropout rates, and sampling settings, so several styles or characters can be trained side by side with independent settings and outputs.
  • Decoupled from ComfyUI's folder layout. A repo-root `settings.ini` now points at an external ComfyUI installation so `comfy` can be imported without copying or symlinking this repo into `ComfyUI/custom_nodes`.
  • Optimizers and schedulers. AdamW + cosine-with-warmup setup, and Prodigy (via the `prodigyopt` package) plus constant and linear schedules alongside cosine.
  • Checkpointing and resume. Full-precision resume state (LoRA weights, optimizer state, scheduler state, step count) is now saved alongside the bf16 safetensors export, so you can resume from the last saved step instead of restarting from scratch.
  • Step accounting. Both an epoch cap and an explicit `max_steps` cap can be set; training stops at whichever is reached first.
  • Bucketing preview. The script prints a breakdown of images per bucket, dropped leftover images per batch, and the resulting total step count before training starts, so the actual length of a run is clear up front.
  • Aspect bucket scaling. The native 1024px aspect buckets can be scaled down via `max_resolution`.
  • Periodic sample generation. The script now runs its own small Euler+CFG sampler at a configurable interval, generating preview images from a configurable prompt list into a project `samples/` folder.

Adventure Time style training run

  • GPU: RTX 5090. At batch size 4 the run swung between roughly 7 GB and 31 GB of VRAM used over the course of training.
  • Dataset: `training/datasets/AdventureTimeStyle`, 48 captioned images (matching `.png`/`.txt` pairs), resized and cropped to the closest native 1024x aspect bucket.
  • LoRA: rank 64, alpha 64
  • Optimizer: Prodigy (self-tuning learning rate), with learning rate set to 1.0
  • Schedule: cosine with 50 warmup steps.
  • Length: epoch cap set high (100000) and effectively capped by `max_steps = 20000`.
  • Batch size: 4
  • Regularization: 10% caption dropout, 5% sparse (path-drop) skip rate, matching the base model's own SPRINT/CFG training recipe.

Results

The model picks up on this animated style fairly quickly. After about 300-500 steps you can definitely start to feel the direction of it. I think the best epoch I got was at 5000 steps. It's the one used for the project images. It will overfit on specific characters, so be careful. If your training set has one black-haired character, it's likely that a lot of your black-haired outputs will use this.

I've included a copy of the training setup in case you want to use the same, as well as the samples from the training run.

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