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fp16 SafeTensor
eyedetailer_anima_v1.safetensors
Half precision, best balance • 87.62 MB
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License:
AnimaThe Anima Model is licensed by CircleStone Labs LLC. Copyright CircleStone Labs LLC. IN NO EVENT SHALL CIRCLESTONE LABS LLC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH USE OF THIS MODEL.
Built on NVIDIA Cosmos
💬 Discord — join here · ☕ Ko-fi — support the factory
Eye Detailer 眼部细节
Better eyes. No trigger, no style, no character lock.
A trigger-less detail LoRA that rebuilds how Anima draws eyes. Irises get internal construction — fibres, rings, layered depth into the pupil — instead of a flat two-tone disc; catchlights become shaped, multi-source reflections instead of one white dot; lashes render as separated weighted strands with the lid shadow actually falling across the iris. It carries no character, no outfit and no art style: drop it on any prompt, any checkpoint character, and only the eyes change. It also does not tint. Every eye colour you prompt stays the colour you prompted — the gallery runs crimson, blue, violet, amber, emerald, heterochromia and aqua through the same LoRA at the same weight, and each one keeps its own hue and simply gains structure.
🧩 Version
🔵 Anima — for Anima / Qwen-Image DiT checkpoints. No trigger word. Weight 0.5–1.0.
📋 How to use
Load it, set the weight, prompt normally. There is nothing to type.
0.5–0.7 — subtle pass; keeps the checkpoint's own eye character, adds construction.
0.8–1.0 — full effect; the look in the gallery shots.
🎯 Framing is the whole game
Portrait, bust and upper-body shots get the full effect natively — the eyes occupy enough pixels for the detail to be drawn. On full-body and wide shots the native effect is weak, and that is physics rather than a defect: at that distance an eye is a few dozen pixels and there is no room to put fibres in.
The fix is the one you already use — put it in your FaceDetailer / ADetailer pass. The detailer re-renders the face region at full resolution with the LoRA active, so distant eyes come back with the same construction as a close-up. The full-body shot in the gallery is exactly that: one detailer pass, weight 1.0.
Honest limitation: at full-body / wide framing without a detailer pass, expect little or no change. Tiny eyes need the detailer pass — everything from bust up does not.
💡 Tips
Stacks cleanly with character LoRAs — it has no identity of its own, so it will not fight a face. If a character's eye shape starts drifting, drop to 0.6.
Keep it out of the way of style LoRAs at 1.0 if the style is deliberately flat or cel-shaded — 0.5 gives detail without arguing with the finish.
Inside FaceDetailer, 1.0 is the useful setting; the pass is already localised, so there is nothing to hold back.
No quality tags, no eye tags and no
detailed eyesare required. They do not hurt, but the LoRA does the work without them.
🧪 Trained on
50 hand-picked images, judged one by one on iris construction, catchlight craft and lash/lid linework — not on how big the eyes were in frame. Small and elite on purpose: a tight, quality-first pool gives a clean detail direction with no signature motif bleeding into your renders.
More of my LoRAs: Techannel on Civitai — likes & Buzz keep the factory running ❤️

