diff --git a/BENCHMARKS.md b/BENCHMARKS.md index 1d456f7..c14a17d 100644 --- a/BENCHMARKS.md +++ b/BENCHMARKS.md @@ -329,3 +329,23 @@ quality gap closed for albedo. Not yet carried: metallic/roughness maps (vertex colors are albedo-only) — MR needs the UV path (Option B) or a COLOR_1 convention. MESHGOD finish-farm verts→texture bake = the remaining Option-A step for game-budget assets. + +## 2026-07-19 — Qwen-Image-Layered on MLX (m1ultra) — WORKING + +New capability: image → N editable RGBA layers, fully local. Model: +Qwen/Qwen-Image-Layered (20B, BF16, Apache 2.0, 54GB in m1 HF cache). +Runtime: mflux PR#302 fork (unmerged upstream; vendored at +monster/Qwen-Image-Layered-MRP-MLX, pin tag pr302-head-a255e4f, isolated +venv ~/qwen-layered-staging/mflux-layered/.venv — production mflux venv +untouched). CLI: `mflux-generate-qwen-layered`. + +Smoke (anatomy test image, 4 layers, 640, q8-on-the-fly): **1180.8s wall +first-run** (dominated by 20B load + live quantization), 27.1GB peak. +Output verified: 4 true RGBA PNGs — bg layer, atmosphere layer, clean +figure cutout (74.5% transparent, crisp to the fingers), detail layer. +The figure-cutout layer doubles as a high-end matting result — relevant +to the MESHGOD prep frontline for hero assets. + +Optimization in progress: `mflux-save --quantize 8` pre-baked model → +skips load+quant cost; timed gen-only rerun to follow. Next: 1024-res, +q4/q6 quality ladder, m3ultra cross-bench.