An entity is a named, reusable thing that should look the same every time you generate it: a character, a location, a visual style, or a prop such as a product. Each entity has a reference image and a descriptor, a short description that NodeTool pastes verbatim into every prompt that uses the entity. The verbatim descriptor and the reference image are what keep a character’s look steady across shots.

Entities support the Creative Agent and storyboards. See Creative Agent for how they fit into a production.

Entity kinds

Kind Use it for
Character A person or creature that stays recognizable
Location A place with a consistent setting and atmosphere
Style A visual language to apply across generations
Prop A product or object that should keep its appearance

Only a character has the optional Voice id field, which holds a provider-specific voice id for text-to-speech.

Open the library

There are two places to manage entities.

  • Sidebar panel. Open Entities in the left sidebar. It lists the entities for the active project as a grid of cards. The Open in full page button in the panel header opens the full library as a workspace tab.
  • Full-page library. The page titled Entities shows every entity you have, with the caption “Reusable characters, locations, styles, and props”. It has an Add entity button. With no entities it shows “No entities yet”.

Each card shows the reference image, the name, a kind chip, and the first two lines of the descriptor. Two buttons sit on the card: Edit entity and Remove entity.

Create an entity

Every entity is built on an image. There are two ways to start.

From the full-page library

Add entity opens a three-step flow. Back to entities returns to the grid.

  1. Details. Pick the Entity type, enter a Name, a Descriptor, and optional Tags (comma-separated). Name and descriptor are required. Describe only stable visual traits in the descriptor, for example “A young astronaut with cropped black hair and a worn orange flight suit”. The step also offers Start with a blank reference, which makes a plain white canvas the reference image and jumps to the review step. It fills the name with “Untitled entity” and the descriptor with “A reusable visual entity.” only where you left them empty.
  2. Reference. Choose the reference image. Choose from assets picks an existing image from your assets. Generate with AI opens Generate a reference image, where you pick a view, edit the prompt, and choose an image model. The views depend on the kind. A character offers Full body, Portrait, and Character sheet. A location offers Establishing view, Detail view, and Location sheet. A style offers Style sample, Style sheet, and Texture detail. A prop offers Product view, Detail view, and Turnaround sheet. An image that is already an entity cannot be picked again.
  3. Review. Check the image, name, kind, descriptor, and tags, then choose Create entity.

NodeTool keeps an unfinished flow as a draft, so leaving the page does not lose your input.

From an existing image

In the sidebar panel, the New entity button (+) opens Pick a reference image. Choose an image and the New entity dialog opens with the image, Kind, Name, Descriptor, Voice id (optional) for characters, and Tags (comma-separated). Create stays disabled until name and descriptor are filled.

If you have no images, the picker says “No images”. Generate or upload one first.

Edit or remove an entity

Edit entity opens the Edit entity dialog with the same fields. Change image swaps the reference image. The entity keeps its id when you swap, so storyboards and scripts that already use it stay linked. Choose Save to apply the change.

Remove entity removes the entity but leaves the image in your assets. Script speakers linked to a removed entity keep the stale id until you clear it.

Reference images

The first reference image is the primary one. When an entity is used in a generation, its reference image goes along with the prompt as an image reference for models that accept one. An entity is stored on its image asset as metadata, so it needs no separate storage and appears wherever assets do.

How entities are used in generation

When an entity applies to a prompt, NodeTool appends a block to it:

Consistency references:
- Nova: A young astronaut with cropped black hair and a worn orange flight suit

The rule for which entities apply is the same on every surface.

  • With explicit entities selected, exactly those apply.
  • With none selected, an entity applies when its name appears in the prompt text, ignoring case.
  • With an empty prompt, every entity applies.
  • An entity with an empty descriptor is skipped.

Where this happens:

Surface What it does
Storyboard The Entities field under Board settings pins a cast to the board. Styles and locations season every shot. Characters and props apply to shots that name them. Each shot’s Edit view shows the cast as chips you can include or exclude for that shot. See Creative Agent.
@ mentions The mention picker in the chat composer and the Prompt node lists entities first. A picked entity carries its descriptor and reference image into the generation.
Workflow nodes nodetool.creative.ApplyEntities injects descriptors into a prompt and outputs prompt and reference_images. LoadEntity, ListEntities, and CreateEntity read and write the library. See the node table in Creative Agent.
Entity picker Entity properties on workflow nodes open a picker titled Pick an entity. It has a search box (“Search entities by name, kind, or tag”) and filters for All, Characters, Locations, Styles, and Props.

Agent tools

The agent and the in-browser assistant use these tools.

Tool What it does
list_entities Lists entities with id, name, kind, and descriptor. Filters by kind, text in the name or descriptor, and project.
get_entity Reads one entity in full, including tags, reference images, voice, palette, and LoRA.
apply_entities Returns a prompt seasoned with descriptors, plus the asset ids of the reference images.
create_entity Tags an image asset as an entity. The image must exist already, so generate it first.
update_entity Changes any field, or swaps the picture. Only the fields you pass change.
delete_entity Removes the entity marker and keeps the image.
ui_entity_list, ui_entity_apply The same list and apply behavior from the browser.

Tools take the entity id, which is the id of its image asset.