Skill 詳細
layer-image-editing
Layer上で既存画像を編集:インペインティング、アウトペインティング、リフレーミング、リライティング、リススタイリング、マルチアングル、レイヤー分割、背景除去、ベクター化、アップスケーリング。
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SKILL.md
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--- name: layer-image-editing description: "Use when changing an image that already exists on Layer rather than generating a new one: editing or replacing part of it, inpainting with a mask, outpainting or extending the frame, reframing to another aspect ratio, relighting, restyling, re-rendering from another camera angle, splitting into layers, removing a background, vectorising, or upscaling. Keywords: img2img, edit, inpaint, outpaint, mask, expand, turnaround, upscale, background removal, PSD, layers." license: MIT --- # Layer Image Editing ## Overview Editing is not generation with an image attached. Each intent maps to its own `use_case`, and picking the wrong one is the usual reason an edit changes things it should not have touched. | The user wants | `filter.use_case` | Attach | | -------------------------------------- | -------------------- | --------------------------------- | | Change one region, keep the rest exact | `inpainting` | `init_image` plus a `mask` | | Change the whole image by instruction | `image_editing` | `init_image` | | Extend past the current frame | `reframing` | `init_image` | | Fit another aspect ratio | `reframing` | `init_image` | | The same subject from another angle | `multi_angle` | `init_image` or `reference_image` | | Separate, editable layers | `split_into_layers` | `init_image` | | Cut the subject out | `background_removal` | `init_image` | | More pixels, same picture | `upscaling` | `init_image` | | Clean line art into finished art | `image_editing` | `lineart` or `scribble` | | A crisp SVG from a raster | `vectorization` | `init_image` | The loop and the spend gate are in the `layer` skill. If a sibling skill named here is missing from your available skills, ask the user to install it (`npx skills add layerai/skills --skill <name>`); unattended, proceed from tool schemas and flag the gap. ## Edit from the source, not from the last edit Every edit pass is a fresh generation that re-renders the whole image, so each one drifts a little: colours shift, a face loses its likeness, a logo degenerates. Three passes stacked on each other look visibly worse than one pass that does all three things. So when an edit is wrong, go back to the original and write a better instruction. Do not correct the correction. Output assets carry a `file_id`, so the original is always one argument away. The exception is genuinely independent regions: masking the left lamp and then masking the right lamp touches disjoint pixels and stacks cleanly. ## Masks A mask marks what may change. Supply it as an uploaded `file_id`, or use the `for_transparency` and `for_nontransparency` flags when the image's own alpha channel already describes the region, which saves authoring a mask by hand for an asset that is already cut out. Mask edges matter. A hard-edged mask on a soft-edged subject leaves a halo. When the boundary is hair, smoke, or glass, prefer an instruction edit over a mask, because the model resolves the boundary better than your rectangle does. ## What to hold constant State it in the instruction. Models are literal about what you mention and careless about what you do not, so "change the banner to red, keep the pose, lighting, and armour exactly as they are" is a materially different instruction from "make the banner red". The clause costs six words and saves a reroll. ## Angles are not a prompt trick "The same character from behind" appended to a text-to-image prompt produces a different character. Re-rendering an existing asset from another view needs `multi_angle`, a model whose capabilities report `camera_transform`, and the viewGitHub で全文を読む (外部ページ)