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SDXL 1.0: Inpainting & Mask Editor in ComfyUI

Blueprint for replacing or repairing masked regions seamlessly with SDXL 1.0 (8 GB+ VRAM) using Load Image (MaskEditor) → SetLatentNoiseMask / InpaintModelConditioning → KSampler.

Updated Oct 17, 2026 · 1 min read

At a glanceRoute
Model Architecture
SDXL 1.0
Workflow Task
Inpainting & Mask Editor
VRAM Requirement
8 GB+
Primary Loader
Load Checkpoint
Model Directory
models/checkpoints/

Node graph blueprint: SDXL 1.0 × Inpainting & Mask Editor

This route pairs **SDXL 1.0** with a **Inpainting & Mask Editor** setup designed for replacing or repairing masked regions seamlessly. Place your model weights in `models/checkpoints/` and start the graph with **Load Checkpoint**.

Core wiring chain: `Load Image (MaskEditor) → SetLatentNoiseMask / InpaintModelConditioning → KSampler`. Connect your positive and negative conditioning from CLIP Text Encode into KSampler and decode to RGB pixels.

VRAM tuning and execution tips on Windows

  • **Memory target (8 GB+):** If your GPU sits at 8 GB or 12 GB, use FP8 or GGUF Q4/Q5 weights and swap in VAE Decode (Tiled) to avoid end-of-pass memory spikes.
  • **Workflow persistence:** Every image saved by this route embeds the full JSON graph inside the PNG metadata — drag the output back onto ComfyUI Studio anytime to resume.
  • **Get the app:** Download the Windows desktop or portable build from /download.

FAQs

Which loader node do I use for SDXL 1.0 in a Inpainting & Mask Editor?

Use `Load Checkpoint` with weights stored in `models/checkpoints/`, then wire the output into `Load Image (MaskEditor) → SetLatentNoiseMask / InpaintModelConditioning → KSampler`.

How much VRAM does SDXL 1.0 need for Inpainting & Mask Editor?

Target VRAM is 8 GB+. On 8 GB cards, load quantized FP8 or GGUF weights and enable tiled VAE decoding.

Run on your hardware. Free forever.

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