PS: You can Batch Upscale the 512 to beautiful 2k+ with this link: I'm forgetting stuff surely, but it's the best I can do. I'm currently at my 200th file iteration.ĬrazyBump, all the cool kids are using it. You can get guidance and copy business ideas here:įor textures: Once you have generated the color map (diffuse) from StableDiffusion, you can use CrazyBump to BATCH create the normal map and displacement map. This is the best page on the internet right now. Well, fuck money anyway right? Here's a tip, you can produce all you need if you follow this guide: You might need to fill in the rest of the texture where the rock was removed, but this could help with making the image more seamless.I'm currently trying to put 1000x wallpaper seamless textures into UE5 Marketplace. For instance, if there's a texture of dirt with a rock on the edge of the picture, using various feature detectors such as difference of Gaussians could help you identify this rock and remove it before you do the tiling. The idea here would be that you keep important features intact as you attempt to tile your textures. You could use various computer vision approaches as well. Of course, high frequency data won't be seamless, but you can remove that with other algorithms. Poisson image editing can help with this if you break up your image and use the various pieces are foreground and background objects.Ī simpler approach is to create a low-frequency (e.g., mipmap) of your texture and then remove the gradient of your image. Gradient correctionĪnother way to handle seamless textures is to remove the gradient. There are extensions of this algorithm including PatchMatch (which was used in Photoshop). Otherwise, you might not find good matches. Also, if the subset of candidate patches is too large, then you'll get repetition. The larger the overlap, the better the match, but the more likely there will be repetition. The amount you overlap each patch also has a large impact on quality. If the texture is grass for instance, then it can perform poorly. My experience with this algorithm is that it works well for many textures that have round details. You then perform minimum cuts along the overlapping regions. You fill in the texture by first randomly picking a subset of patches from your total set of patches and picking the one with the least amount of error when you overlap the patch with it's neighboring patch(es). The idea behind this is separate the texture into a bunch of patches. One of the most popular algorithms is image quilting. This example isn't the best, but you can get decent results with results with certain texture types.Īlternatively, you could do a minimum cut on the edge here by overlapping the image with itself, and then taking the difference between the two images. Naive blur along edgesĪs an artist, one way to make seamless textures is to offset the image in two directions. This answer may not be complete because it's a large field, and different approaches will have various effectiveness depending on the input image. For example, you could regenerate the sides of the texture to achieve a seamless effect. That doesn't mean you have to generate the whole texture from scratch. For these types of algorithms, you usually have to rely on multiple forms of texture synthesis.
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