FunPack Scene Builder stores named scene presets inside the selected refinement key, separate from Refiner's conditioning-delta learning. Connected positive and negative prompts are memory sources only: every queue run collects their phrases and useful words into universal memory, but the node outputs composed scene text or pass-through text in Learning mode.
The node surface is a compact launcher. Scene name, mode, aliases, prompt editors, saved scenes, and database controls live in the centered custom editor UI.
If no scene exists yet, opening the editor, prompt editor, or database first asks for a new scene name.
Positive prompt: Opens a combined text and phrase-button composer. Typed text, commas, periods, and manual ordering are preserved exactly. Database chips can be clicked or dragged into the text field, filtered by category, and chips already present in the prompt appear as removable buttons inside the same prompt field.
Preconstruct: In the positive prompt editor, this button adds matching database phrases for the current intent into the editor text. It only runs when you press the button; queueing the node never preconstructs automatically.
Negative prompt: Same composer behavior for the negative prompt.
Database: Add, edit, delete, search, categorize, and mark universal words and phrases as wildcards. Double-click a word or phrase to edit it inline, then use OK or Cancel.
The editor refreshes the selected scene database before opening. When refinement_key_input is connected to a Refinement Key Loader, the editor reads that linked key so prompt memory appears in the same database where queue runs stored it.
Each editor menu has Back, Cancel, and Confirm controls. Back always returns to the main editor. Cancel restores the menu snapshot; if the prompt/database editor was opened directly from the node, Cancel closes the dialog instead.
Manual outputs the current composed positive and negative scene text, plus the connected LoRA stack passed through unchanged.
Auto scans intent_prompt for a saved scene name or alias. Exact matches are preferred, then a conservative word-match fallback is used. If nothing matches, the node falls back to Manual output.
Learning saves connected positive and negative prompt phrases and useful words into Scene Builder universal memory, then passes the connected positive prompt, negative prompt, and LoRA stack through unchanged.
intent_prompt: Text used for Auto scene detection. This can be the same intent prompt that feeds Refiner V2.
positive_prompt and negative_prompt: Universal memory sources. They do not override scene output except in Learning pass-through mode.
refinement_key_input: Optional key that owns this Scene Builder memory and saved scenes.
lora_stack: Optional current LoRA stack. Scene Builder passes it through unchanged so Refiner can use the active LoRAs for suggestions.
Scene Builder memory is stored in the selected refinement key under its own scene_builder section. Refiner reset clears conditioning-delta learning and prompt histories, but preserves Scene Builder universal memory and saved scenes.
positive_prompt: Composed positive scene text.
negative_prompt: Composed negative scene text.
lora_stack: The connected FUNPACK_LORA_STACK, passed through unchanged.
status: Summary of selected mode, matched scene, phrase counts, and pass-through LoRA stack count.
Wildcard is a checkbox on each database word or phrase. If two or more wildcard-enabled entries appear next to each other in the runtime composed prompt, Scene Builder outputs one randomly selected entry from that adjacent run and omits the others. The saved prompt text is not rewritten.
- Connect positive and negative prompt text, then queue once to collect phrase and word memory.
- Open Database to clean up phrases, assign categories, or enable wildcard random choice.
- Open Positive prompt or Negative prompt to type freely and insert chips from the database.
- Enter a scene name and confirm or save the scene.
- Use Auto with a scene name or alias in
intent_promptto apply a saved scene automatically. - Use Learning when generating changing prompts and you want Scene Builder to collect memory while leaving the generation prompt untouched.