benchmarks: Qwen-Image-Layered working on MLX (m1ultra) — 4-layer RGBA decomposition verified, PR302 fork vendored
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -329,3 +329,23 @@ quality gap closed for albedo. Not yet carried: metallic/roughness maps
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(vertex colors are albedo-only) — MR needs the UV path (Option B) or a
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COLOR_1 convention. MESHGOD finish-farm verts→texture bake = the
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remaining Option-A step for game-budget assets.
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## 2026-07-19 — Qwen-Image-Layered on MLX (m1ultra) — WORKING
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New capability: image → N editable RGBA layers, fully local. Model:
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Qwen/Qwen-Image-Layered (20B, BF16, Apache 2.0, 54GB in m1 HF cache).
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Runtime: mflux PR#302 fork (unmerged upstream; vendored at
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monster/Qwen-Image-Layered-MRP-MLX, pin tag pr302-head-a255e4f, isolated
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venv ~/qwen-layered-staging/mflux-layered/.venv — production mflux venv
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untouched). CLI: `mflux-generate-qwen-layered`.
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Smoke (anatomy test image, 4 layers, 640, q8-on-the-fly): **1180.8s wall
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first-run** (dominated by 20B load + live quantization), 27.1GB peak.
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Output verified: 4 true RGBA PNGs — bg layer, atmosphere layer, clean
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figure cutout (74.5% transparent, crisp to the fingers), detail layer.
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The figure-cutout layer doubles as a high-end matting result — relevant
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to the MESHGOD prep frontline for hero assets.
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Optimization in progress: `mflux-save --quantize 8` pre-baked model →
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skips load+quant cost; timed gen-only rerun to follow. Next: 1024-res,
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q4/q6 quality ladder, m3ultra cross-bench.
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