Flow Matching & Diffusion Prediction Types
A Practical Guide to Sol, Lune, and Epsilon Prediction
Overview
This document covers three distinct prediction paradigms used in diffusion and flow-matching models. Each was designed for different purposes and requires specific sampling procedures.
| Model | Prediction Type | What It Learned | Output Character |
|---|---|---|---|
| Standard SD1.5 | Ξ΅ (epsilon/noise) | Remove noise | General purpose |
| Sol | v (velocity) via DDPM | Geometric structure | Flat silhouettes, mass placement |
| Lune | v (velocity) via flow | Texture and detail | Rich, detailed images |
SD15-Flow-Sol (velocity prediction epsilon converted):
https://huggingface.co/AbstractPhil/tinyflux-experts/resolve/main/inference_sd15_flow_sol.py
SD15-Flow-Lune (rectified flow shift=2):
https://huggingface.co/AbstractPhil/tinyflux-experts/resolve/main/inference_sd15_flow_lune.py
TinyFlux-Lailah
tinyflux is currently in training and planning and is not yet ready to be used for production capacity.
https://huggingface.co/AbstractPhil/tiny-flux-deep
1. Epsilon (Ξ΅) Prediction β Standard Diffusion
Core Concept
"Predict the noise that was added"
The model learns to identify and remove noise from corrupted images.
The Formula (Simplified)
TRAINING:
x_noisy = β(Ξ±) * x_clean + β(1-Ξ±) * noise
β
Model predicts: Ξ΅Μ = "what noise was added?"
β
Loss = ||Ξ΅Μ - noise||Β²
SAMPLING:
Start with pure noise
Repeatedly ask: "what noise is in this?"
Subtract a fraction of predicted noise
Repeat until clean
Reading the Math
- Ξ± (alpha): "How much original image remains" (1 = all original, 0 = all noise)
- β(1-Ξ±): "How much noise was mixed in"
- Ξ΅: The actual noise that was added
- Ξ΅Μ: Model's guess of what noise was added
Training Process
# Forward diffusion (corruption)
noise = torch.randn_like(x_clean)
Ξ± = scheduler.alphas_cumprod[t]
x_noisy = βΞ± * x_clean + β(1-Ξ±) * noise
# Model predicts noise
Ξ΅_pred = model(x_noisy, t)
# Loss: "Did you correctly identify the noise?"
loss = MSE(Ξ΅_pred, noise)
Sampling Process
# DDPM/DDIM sampling
for t in reversed(timesteps): # 999 β 0
Ξ΅_pred = model(x, t)
x = scheduler.step(Ξ΅_pred, t, x) # Removes predicted noise
Utility & Behavior
- Strength: General-purpose image generation
- Weakness: No explicit understanding of image structure
- Use case: Standard text-to-image generation
2. Velocity (v) Prediction β Sol (DDPM Framework)
Core Concept
"Predict the direction from noise to data"
Sol predicts velocity but operates within the DDPM scheduler framework, requiring conversion from velocity to epsilon for sampling.
The Formula (Simplified)
TRAINING:
x_t = Ξ± * x_clean + Ο * noise (same as DDPM)
v = Ξ± * noise - Ο * x_clean (velocity target)
β
Model predicts: vΜ = "which way is the image?"
β
Loss = ||vΜ - v||Β²
SAMPLING:
Convert velocity β epsilon
Use standard DDPM scheduler stepping
Reading the Math
- v (velocity): Direction vector in latent space
- Ξ± (alpha): β(Ξ±_cumprod) β signal strength
- Ο (sigma): β(1 - Ξ±_cumprod) β noise strength
- The velocity formula:
v = Ξ± * Ξ΅ - Ο * xβ- "Velocity is the signal-weighted noise minus noise-weighted data"
Why Velocity in DDPM?
Sol was trained with David (the geometric assessor) providing loss weighting. This setup used:
- DDPM noise schedule for interpolation
- Velocity prediction for training target
- Knowledge distillation from a teacher
The result: Sol learned geometric structure rather than textures.
Training Process (David-Weighted)
# DDPM-style corruption
noise = torch.randn_like(latents)
t = torch.randint(0, 1000, (batch,))
Ξ± = sqrt(scheduler.alphas_cumprod[t])
Ο = sqrt(1 - scheduler.alphas_cumprod[t])
x_t = Ξ± * latents + Ο * noise
# Velocity target (NOT epsilon!)
v_target = Ξ± * noise - Ο * latents
# Model predicts velocity
v_pred = model(x_t, t)
# David assesses geometric quality β adjusts loss weights
loss_weights = david_assessor(features, t)
loss = weighted_MSE(v_pred, v_target, loss_weights)
Sampling Process (CRITICAL: v β Ξ΅ conversion)
# Must convert velocity to epsilon for DDPM scheduler
scheduler = DDPMScheduler(num_train_timesteps=1000)
for t in scheduler.timesteps: # 999, 966, 933, ... β 0
v_pred = model(x, t)
# Convert velocity β epsilon
Ξ± = sqrt(scheduler.alphas_cumprod[t])
Ο = sqrt(1 - scheduler.alphas_cumprod[t])
# Solve: v = Ξ±*Ξ΅ - Ο*xβ and x_t = Ξ±*xβ + Ο*Ξ΅
# Result: xβ = (Ξ±*x_t - Ο*v) / (Ξ±Β² + ΟΒ²)
# Ξ΅ = (x_t - Ξ±*xβ) / Ο
x0_hat = (Ξ± * x - Ο * v_pred) / (Ξ±Β² + ΟΒ²)
Ξ΅_hat = (x - Ξ± * x0_hat) / Ο
x = scheduler.step(Ξ΅_hat, t, x) # Standard DDPM step with epsilon
Utility & Behavior
- What Sol learned: Platonic forms, silhouettes, mass distribution
- Visual output: Flat geometric shapes, correct spatial layout, no texture
- Why this happened: David rewarded geometric coherence, Sol optimized for clean David classification
- Use case: Structural guidance, composition anchoring, "what goes where"
Sol's Unique Property
Sol never "collapsed" β it learned the skeleton of images:
- Castle prompt β Castle silhouette, horizon line, sky gradient
- Portrait prompt β Head oval, shoulder mass, figure-ground separation
- City prompt β Building masses, street perspective, light positions
This is the "WHAT before HOW" that most diffusion models skip.
3. Velocity (v) Prediction β Lune (Rectified Flow)
Core Concept
"Predict the straight-line direction from noise to data"
Lune uses true rectified flow matching where data travels in straight lines through latent space.
The Formula (Simplified)
TRAINING:
x_t = Ο * noise + (1-Ο) * data (linear interpolation)
v = noise - data (constant velocity)
β
Model predicts: vΜ = "straight line to noise"
β
Loss = ||vΜ - v||Β²
SAMPLING:
Start at Ο=1 (noise)
Walk OPPOSITE to velocity (toward data)
End at Ο=0 (clean image)
Reading the Math
- Ο (sigma): Interpolation parameter (1 = noise, 0 = data)
- x_t = ΟΒ·noise + (1-Ο)Β·data: Linear blend between noise and data
- v = noise - data: The velocity is CONSTANT along the path
- Shift function:
Ο' = shiftΒ·Ο / (1 + (shift-1)Β·Ο)- Biases sampling toward cleaner images (spends more steps refining)
Key Difference from Sol
| Aspect | Sol | Lune |
|---|---|---|
| Interpolation | DDPM (Ξ±, Ο from scheduler) | Linear (Ο, 1-Ο) |
| Velocity meaning | Complex (Ξ±Β·Ξ΅ - ΟΒ·xβ) | Simple (noise - data) |
| Sampling | Convert vβΞ΅, use scheduler | Direct Euler integration |
| Output | Geometric skeletons | Detailed images |
Training Process
# Linear interpolation (NOT DDPM schedule!)
noise = torch.randn_like(latents)
Ο = torch.rand(batch) # Random sigma in [0, 1]
# Apply shift during training
Ο_shifted = (shift * Ο) / (1 + (shift - 1) * Ο)
Ο = Ο_shifted.view(-1, 1, 1, 1)
x_t = Ο * noise + (1 - Ο) * latents
# Velocity target: direction FROM data TO noise
v_target = noise - latents
# Model predicts velocity
v_pred = model(x_t, Ο * 1000) # Timestep = Ο * 1000
loss = MSE(v_pred, v_target)
Sampling Process (Direct Euler)
# Start from pure noise (Ο = 1)
x = torch.randn(1, 4, 64, 64)
# Sigma schedule: 1 β 0 with shift
sigmas = torch.linspace(1, 0, steps + 1)
sigmas = shift_sigma(sigmas, shift=3.0)
for i in range(steps):
Ο = sigmas[i]
Ο_next = sigmas[i + 1]
dt = Ο - Ο_next # Positive (going from 1 toward 0)
timestep = Ο * 1000
v_pred = model(x, timestep)
# SUBTRACT velocity (v points toward noise, we go toward data)
x = x - v_pred * dt
# x is now clean image latent
Why SUBTRACT the Velocity?
v = noise - data (points FROM data TO noise)
We want to go FROM noise TO data (opposite direction!)
So: x_new = x_current - v * dt
= x_current - (noise - data) * dt
= x_current + (data - noise) * dt β Moving toward data β
Utility & Behavior
- What Lune learned: Rich textures, fine details, realistic rendering
- Visual output: Full detailed images with lighting, materials, depth
- Training focus: Portrait/pose data with caption augmentation
- Use case: High-quality image generation, detail refinement
Comparison Summary
Training Targets
EPSILON (Ξ΅): target = noise
"What random noise was added?"
VELOCITY (Sol): target = Ξ±Β·noise - ΟΒ·data
"What's the DDPM-weighted direction?"
VELOCITY (Lune): target = noise - data
"What's the straight-line direction?"
Sampling Directions
EPSILON: x_new = scheduler.step(Ξ΅_pred, t, x)
Scheduler handles noise removal internally
VELOCITY (Sol): Convert v β Ξ΅, then scheduler.step(Ξ΅, t, x)
Must translate to epsilon for DDPM math
VELOCITY (Lune): x_new = x - v_pred * dt
Direct Euler integration, subtract velocity
Visual Intuition
EPSILON:
"There's noise hiding the image"
"I'll predict and remove the noise layer by layer"
β General-purpose denoising
VELOCITY (Sol):
"I know which direction the image is"
"But I speak through DDPM's noise schedule"
β Learned structure, outputs skeletons
VELOCITY (Lune):
"Straight line from noise to image"
"I'll walk that line step by step"
β Learned detail, outputs rich images
Practical Implementation Checklist
For Epsilon Models (Standard SD1.5)
- Use DDPM/DDIM/Euler scheduler
- Pass timestep as integer [0, 999]
- Scheduler handles everything
For Sol (Velocity + DDPM)
- Use DDPMScheduler
- Model outputs velocity, NOT epsilon
- Convert:
x0 = (Ξ±Β·x - ΟΒ·v) / (Ξ±Β² + ΟΒ²), thenΞ΅ = (x - Ξ±Β·x0) / Ο - Call
scheduler.step(Ξ΅, t, x) - Expect geometric/structural output
For Lune (Velocity + Flow)
- NO scheduler needed β direct Euler
- Sigma goes 1 β 0 (not 0 β 1!)
- Apply shift:
Ο' = shiftΒ·Ο / (1 + (shift-1)Β·Ο) - Timestep to model:
Ο * 1000 - SUBTRACT velocity:
x = x - v * dt - Expect detailed textured output
Why This Matters for TinyFlux
TinyFlux can leverage both experts:
Sol (early timesteps): Provides geometric anchoring
- "Where should the castle be?"
- "What's the horizon line?"
- "How is mass distributed?"
Lune (mid/late timesteps): Provides detail refinement
- "What texture is the stone?"
- "How does light fall?"
- "What color is the sky?"
By combining geometric structure (Sol) with textural detail (Lune), TinyFlux can achieve better composition AND quality than either alone.
Quick Reference Card
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β PREDICTION TYPES β
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β EPSILON (Ξ΅) β
β Train: target = noise β
β Sample: scheduler.step(Ξ΅_pred, t, x) β
β Output: General images β
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β VELOCITY - SOL (DDPM framework) β
β Train: target = Ξ±Β·Ξ΅ - ΟΒ·xβ β
β Sample: vβΞ΅ conversion, then scheduler.step(Ξ΅, t, x) β
β Output: Geometric skeletons β
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β VELOCITY - LUNE (Rectified Flow) β
β Train: target = noise - data β
β Sample: x = x - vΒ·dt (Euler, Ο: 1β0) β
β Output: Detailed textured images β
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Document Version: 1.0 Last Updated: January 2026 Authors: AbstractPhil & Claude OPUS 4.5
License: MIT


