This model is trained on spherical projection erosion maps for planet generation. The resulting colour or height map textures can be directly mapped onto a 3D sphere. it’s the first test iteration and only takes three trigger words:
SphereWorldMap
sphere-height-map-texture
sphere-colour-texture
Description
This model is trained on spherical projection erosion maps for planet generation. The resulting colour or height map textures can be directly mapped onto a 3D sphere. it’s the first test iteration and only takes three trigger words:
SphereWorldMap
sphere-height-map-texture
sphere-colour-texture
FAQ
Comments (11)
It's called a Equirectangular Map, FYI 😂 This is awesome though. I've thought about doing similar. If only they were actually usable and in 16k+ resolution and 16bit/32bit format for modern 3D stuff.
You could use Ultimate SD Upscaler to get it up to that point.
@Polygon Oh I've used everything under the sun, it's just the resolution required, and quality required for consistent displacement. At those resolutions it's really finicky, and if not in 32bit lossless, let alone 16bit, will have banding in the displacement (like a terracing effect).
@WAS, you could load this output into word machine or any other terrain generator and Then use its erosion and procedural system to run over it. Then you can get a result with high bit depth without traces, and in any resolution you like.
@WAS It's not perfect, but I used ChainNer with some upscaling and banding models. After that I put the image into Photoshop and set the bit depth to 16 and scaled the 8k image back to 4k. That way you get a decent mix between resolution and depth. Works suprisingly well especially if you have smooth gradients like the ones you have with a desert. I havent tried it with Equirectangular Map only with some square height maps but I dont see why it woudnt work.
@hasselhoff I don't think it'll work for me. 16k is still pretty bad for any sort of up close orbital shots of a planet. I'd preferably need 32k, which would be just about all my RAM with nothing left to upscale 2x to downscale to fix banding (which works at small resolutions with pixel loss, not sure about epically large where algorithms can better keep detail). For fun textures like on models it may be OK but for cinematic viewing of a planet for like a movie, I don't think it'll hold up. I'm still crossing my fingers we get a upscale model that can do 16 bit or 32 bit images.
@ClassicRPGArt I have World Machine, World Creator and Gaea, I don't think that'll work. Maybe if you heat eroded everything really far. The other erosion systems will stick to features, so fluvial, etc, will follow the bad-banding of the displacement, using it to creature features.
@WAS What about going about this issue by using the close by images in latent space around the seed that you’re trying to export. I think there is a A1111 plug-in that gives you all the in between iterations between two seeds. So if you let say accumulate lots of images that I really really similar to the one that you like to have and then basically at them on top of each other so in order to overcome the 8-bit problem by just blending lots of similar ones until you have a sufficient amount of values in between.
@ClassicRPGArt That's not a bad idea at all. I mean, that's how we go about obtaining equirectangular maps of Mars etc with tons of passes composited together.
@WAS I have to say i never read someone so impolite and passive aggresive in my life.
Great work! Any chance for Lora?














