All the content I make is and will be completely free on CivitAI.
But if you want to support me with a coin, then you can do it here.
How to use:
Your prompt should be not too complicated. Shorter = better. Trigger words is texture of. Also i highly recommed to use this structure:texture of YOUR SURFACE, YOUR PROMPT, seamless
Nice to know:
Generated textures aren't 100% tiled or seamless, so sometimes you need to improve it manually.
Tag seamless increases a chance of seamless result, so your prompt SHOULD end with it, if you want as much seamless as it possible.
Also, i beg you to DESCRIBE NOT AN OBJECTS BUT SURFACES, cause if you go with object description you will get not a texture at all, so please use it correctly.
Strength 0.8-1 is optimal.
Enjoy and share your feedback.
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FAQ
Comments (24)
We finally stopped renaming LoRAs when they are downloaded. I kept hoping to come up with a solution that would make it so that the name would automatically adjust in the prompts people used, but that was a silly idea, and making people suffer while we wait to do it wasn’t good either.
Wow, sounds great! Thank you! ♥
I like it a lot and I have been in dire need of a texture maker that understands that I want stylized textures, but it would be very nice if there very example prompts for how you got all for those example images.
Also, does it understand plaid? We have reached a point in Stable Diffusion's development where the program now understands what boobs are very well, but has no concept for plaid.
it does tartan fine, odd that it wouldn't do a plaid.
most of people use sd for unnecessary things and just for visual beauty and bringing imagination to life. textures maps, patterns, logos, architechture, props etc. are less trained
Manually fixing the output to be seamless is fairly easy. Assume you're generating at 512x512. Take that and past it 4 times to make a 1024x1024 tile. Take the center 512x512 of that and bring it back into your SD UI for img2img using inpaint. Mark the seams. Inpaint using the same settings/prompt you generated with. You should now have a seamless texture result. You can repeat the 512x512 cut from 4 tiles if you want to get back to your starting offset, but that's not necessary.
Pretty good advice.
If you're using Photoshop you can use the offset filter, go to filter -> other -> offset, and rerun the filter again when you finish seam removal to get back to the starting offset.
Woo~ looks so cool :D
Look so cool. Do you update this?
Which version of SXZ Luma works best for this lora?
hello, getting this error as soon as i run:
TypeError: list indices must be integers or slices, not NoneType. how do i fix it. i changed nothing just copies gen data. beautiful work btw.
change sampling methods
I left a review! Civit's review interface is absolutely HORRIBLE (why reviews don't show up like comments with text is beyond me), and impossible to actually see if someone's written anything, but I gave a little writeup about my experiences with the lora.
Overall I was pleased with the results!
PROBLEM WITH GOOD RESULTS WITH "CONTROL NET" AND "TILING" ON.
If I have control net and tiling turned on then the resulting images are messed up, they are often far from what they should be, all I have to do is turn off tiling they immediately improve but then the texture does not loop. Of course, they are talking about the situation in which the image that passes to the control net is looped. Of course I can opt out of CONTROL NET but then I lose a lot of extra control over the look of what I want to achieve.
It's awesome! Thank you very much!
could someone potentially create matching normal and displacement, emissive, metallic, and smoothness maps?
you can create your own set of maps with the diffuse image using materialize
https://boundingboxsoftware.com/materialize/
for emissive maps depending on how complicated the design is, you can probably get away with creating a mask in photoshop to target the glowing parts
@wonderfulbody I don't like how they get calculated. although it's been a long time since I've used that. I did find more success using the controlnet extension. it has the ability to generate depth and normal maps out of anything you give it, so far so good! although I don't get any smoothness maps or metallic maps from it.
@goronplus This is because roughness and metalness are specific to the surface itself, and not easy to "guess". Generated height and normal maps aren't actually correct, either. True height and normal maps are generated with meshes typically.
Essentially, you have to pick your poison when it comes to automagickally generated maps, and this applies in lots of other toolchain workflows as well. Without proper source assets, you'll be accepting a compromise and loss in accuracy +/- quality +/- labor somewhere.
If you want to automate the whole process, without having to do any work, having AI generate your albedo maps, another tool generating the normal, height, cavity, roughness, metalness, etc... Then the compromise here is going to be accepting a loss in accuracy (and perhaps quality).
I've been down this path several times, and the best outcome I've found, is having an automated workflow for several categories: hard surface low depth, hard surface mid depth, hard surface high depth, organic surface low depth, so on and so forth. Taking this approach tends to yield a higher ratio of good final assets without too much hands on interaction on my part.
There are a plethora of free/OSS tools out there, many with CLI and automated interfaces. It's just a matter of doing an audit and experimenting until you find what works for you, documenting your process for easier reference and setup, and BOOM, now you are creating assets without working hard!
@Derjyn @Derjyn thanks for your input, I just barely started down this way.. although for some reason I can't get my normal maps to load into unity correctly.
you can make your materials with paid software like Substance Sampler which results better than https://boundingboxsoftware.com/materialize/. Alternatively just do everything in blender its free
try out InstaMAT Studio :https://instamaterial.com/ i use that in my work you can make any maps see my video of my work is Steel Work-in-Progress https://youtube.com/shorts/mlCQ-nm9dF0?feature=share or https://github.com/Kim2091/PBRify_Remix.git
very GOOD!



















