Image Generation, in PracticeLesson 41 of 69

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Image Generation, in Practice

Lesson 41 of 69. Sign in to keep your place.

Module 4 · Steering with pictures instead of adjectives

Two controls, without the plastic look

8 min read

The constraint budget, and the ceiling you should not passOne control on its own0.90Depth 0.7 plus canny 0.51.2Pose 0.8 plus depth 0.51.3Pose 0.7, depth 0.4,adapter 0.41.5Two controls at fullstrength2total control strengthPast about 1.5 the model has no freedom left and the picture looks it: flat light, outlines a shadetoo exact, and four seeds that come back almost identical.
Past about 1.5 the model has no freedom left and the picture looks it: flat light, outlines a shade too exact, and four seeds that come back almost identical.

Figure

When one control is not enough

A figure in a specific pose, in a room with specific geometry. Pose control gets the body; depth gets the room. You need both, and both is where results start going wrong.

Two controls at strength 1.0 each is not “well controlled”. It is a picture with almost no freedom left, and it looks it.

The budget

Treat total constraint as a budget of roughly 1.2 to 1.5 across all active controls. Some worked allocations:

Text
one control                 0.8 - 1.0
pose 0.8  +  depth 0.5      = 1.3
depth 0.7 +  canny 0.5      = 1.2
pose 0.7  +  depth 0.4  +  ip-adapter 0.4   = 1.5, at the ceiling

Also stagger the end steps. Running everything to the same point is unnecessarily rigid; a useful pattern is to let the structural control end earliest and the looser one run slightly longer:

Text
depth   strength 0.6   end at 0.5    (geometry is settled early)
pose    strength 0.8   end at 0.7    (the body needs holding longer)

Combinations that earn their complexity

Pose + depth: a person in a designed space. The most common pair in commercial work.

Depth + colour-block img2img: geometry from a blockout, palette from a painting. Run the blocks as the starting image at denoise 0.6 with the depth control active.

Canny + IP-Adapter style: keep a product’s exact silhouette, change its entire material and setting. The best route to “the same bottle, ten different scenes”.

Softedge + regional prompting: loose arrangement with attribute control per area.

Depth + normal: for objects where sculptural form matters and depth alone reads flat. Unusually, these two agree with each other, so they can run higher than most pairs.

When controls disagree

This is the real source of trouble. If your pose skeleton puts an arm where your depth map has a solid wall, the model has to satisfy two contradictory demands. What you get is an arm passing through the wall, a melted region where the two meet, or one control silently losing.

The failure is diagnosable: a specific area that looks wrong in every seed while everything else is fine. When you see that, overlay the two control images in an editor and look at that area. They will be arguing.

The fix is to make the inputs agree before generating, not to tune strengths afterwards. Move the wall in the blockout. Adjust the pose. Five minutes on the inputs beats an hour on the sliders, and tuning strengths on contradictory inputs only decides which constraint wins rather than removing the conflict.

The symptom of over-control

Learn to recognise it, because it is easy to produce and hard to see if you have been staring at the image:

  • Flat lighting despite a lighting prompt, because the model had no room to build form.
  • Outlines slightly too crisp and too exactly matching the control.
  • A posed, dead quality, as though everything were waiting.
  • Backgrounds that are simple and uninteresting.
  • Every seed looking nearly the same. This is the clearest signal of all: if four seeds are almost identical, you have over-constrained, because seed variation is exactly the freedom you removed.

Run that last check deliberately. Four seeds at your current settings. If they differ meaningfully, the constraint level is healthy. If they do not, drop the total by 0.3 and try again.

Knowing when to stop stacking

The deeper point is that stacking controls is often a sign that the job has moved past generation. If you need this pose, this geometry, this palette, this silhouette and this style, you have specified the image almost completely, and at that point building it from parts is usually faster and always more controllable.

Generate the elements separately, each with one control and plenty of freedom, and assemble them in a layered editor. That is compositing, it is the subject of the next block, and it is how most professional work involving these tools is actually produced. The control stack is for when you want one coherent render with a few things held fixed, not for when you want to specify everything.

Every lesson here is open. Your progress is recorded once you pass the Vectors, Logos and Things That Get Printed exam.

Check your understanding

Four different seeds with pose and depth controls both at strength 1.0 produce nearly identical images. What does that indicate?

Pick the one you would defend. Your answer stays private.

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How to cite: Addaly (2026) ‘Two controls, without the plastic look’, in Image Generation, in Practice. Edited by M. Mun. Addaly. Available at: https://addaly.com/learn/ai-images/stacking-controls (Accessed: 13 October 2026).