Cosmos Transfer 2.5: Keeping Isaac Sim materials vs adding visible rain (vis fixes drift, but rain becomes invisible)
Hi all — I’m using Cosmos Transfer 2.5 (Control2World / World Transfer) to create outdoor weather variations (light→visible rain) from an Isaac Sim scene for robotics training. I ran into two linked problems:
-
Without appearance anchoring, the model “repaints” the world (water becomes asphalt, textures disappear, terrain changes).
-
After fixing that drift by adding vis control, the scene identity is preserved… but now rain is basically invisible, even when I push the prompt.
I’d appreciate guidance on the right way to get clearly visible rain while preserving Isaac Sim materials.
Setup
-
Windows 11 + WSL2 (Ubuntu) + Docker Desktop
-
NVIDIA GPU: Blackwell Pro 6000
-
Cosmos Transfer2.5 running in Docker with
/workspacemounted to repo and/datamounted to~/cosmos_data -
Inputs: Isaac Sim exported:
-
rgb.mp4 -
edges.mp4 -
depth.mp4
-
Important: my model expects a 93-frame chunk (state_t=24 → pixel_frames=(24−1)*4+1=93), so I run:
-
max_frames: 93 -
num_video_frames_per_chunk: 93
What I see (please refer to attached videos)
(Video 1) Baseline Isaac Sim render (no Cosmos)
➡️ Correct materials/textures: sea looks like sea, dock concrete texture correct, container materials/logos correct.
(Video 2) First Cosmos rain attempt (edge+depth only)
➡️ Rain appears, but major semantic/material drift:
-
Sea/water region turns into asphalt/ground
-
Carefully authored textures/logos get washed out / repainted
-
Background asphalt/ground turns into green grass / terrain change
Basically the scene identity is lost.
(Video 3) Cosmos with vis control added (edge+depth+vis)
➡️ Scene identity is preserved (sea stays water, textures mostly preserved), but:
-
Rain is so subtle it’s effectively invisible
-
Minor issue: container text/logos get smeared, but the bigger issue is no visible raindrops
(Video 4) “More rain” attempt (higher guidance/steps, rain-heavy prompt)
➡️ Still no visible raindrops. Looks like the original scene with slightly different lighting at most.
Working configs (shortened)
A) Drift case (rain visible, but scene repainted)
{
"prompt": "Realistic rainy weather... wet surfaces...",
"negative_prompt": "...",
"guidance": 3.0,
"num_steps": 35,
"max_frames": 93,
"num_video_frames_per_chunk": 93,
"edge": { "control_path": ".../edges.mp4", "control_weight": 1.0 },
"depth": { "control_path": ".../depth.mp4", "control_weight": 1.0 }
}
B) Identity preserved (but rain invisible)
{
"prompt": "Apply a light rain overlay to the existing video. Preserve original textures/materials. Keep sea water as water. No terrain changes.",
"negative_prompt": "grass, vegetation, terrain change, material change, repainting, water turning into ground, texture removal, ...",
"guidance": 3.0,
"num_steps": 30,
"max_frames": 93,
"num_video_frames_per_chunk": 93,
"edge": { "control_path": ".../edges.mp4", "control_weight": 0.9 },
"depth": { "control_path": ".../depth.mp4", "control_weight": 0.6 },
"vis": { "control_weight": 0.7 }
}
C) “More rain” attempt (still invisible)
{
"prompt": "Apply a clearly visible rain overlay... Add visible rain streaks/raindrops, splashes, ripples on water...",
"negative_prompt": "terrain/material change, repainting, grass, ...",
"guidance": 5.0,
"num_steps": 45,
"max_frames": 93,
"num_video_frames_per_chunk": 93,
"edge": { "control_path": ".../edges.mp4", "control_weight": 0.9 },
"depth": { "control_path": ".../depth.mp4", "control_weight": 0.6 },
"vis": { "control_weight": 0.6 }
}
My question to the community
What is the recommended way in Cosmos Transfer 2.5 to get clearly visible rain without repainting the scene?
Specifically:
-
Control weight strategy:
Is there a best-practice range forvisvsedge/depthwhen you want appearance preservation but also strong weather effects?-
Should
visbe lower (e.g. 0.3–0.5) and compensate with guidance/steps? -
Does Cosmos normalize weights internally when sum > 1.0, and does that affect how strong the edit can be?
-
-
Prompting strategy:
Is there a known prompt pattern that produces visible raindrops (streaks, splashes) rather than only “wet look”?
Should the prompt focus on “overlay” only, or are there recommended tokens / phrasing Cosmos responds to? -
Do I need segmentation/masks for water & ground?
If rain requires more freedom (lower vis), is the right approach to use segmentation masks (freeze water region / freeze textures) so the model can add rain but not change materials? -
Is there a limitation here?
Is Cosmos Transfer more tuned for lighting/wetness changes than explicit raindrop particles?
If so, do you recommend adding visible rain as a post-process (RTX renderer / compositing) while using Cosmos only for lighting/wetness?
I can share full logs/configs if needed — but the key symptoms are:
-
Edge+depth only → rain appears, but world repaints (water→asphalt, textures→gone, grass appears)
-
Add vis → identity preserved, but rain becomes nearly invisible, even with stronger prompt/steps
Thanks in advance!