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Diffusion models for texturing


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If you input a basic render of some geometry, write a prompt to texture it, then UV Texture /  Perspective from camera / and use the result of the diffusion model for diffuse, you have a rather good starting point.

However, the ambient occlusion /  shadows and the brdf is baked in the result obviously.

Have you managed to generate textures that way ? Maybe I overlooked something and it's already possible to do this fully within H.

While writing this, it looks like it's working well enough when you input a render with lighting disabled

ComfyUI_01568_.thumb.png.148b451e01086b5275c1ed967408cbbb.pngComfyUI_01526_.thumb.png.6c31830c413b858a3d03b41dcf71f9e2.png

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  • 3 weeks later...
On 9/3/2024 at 6:33 PM, hannes603 said:

looking buffed..:)

Thanks.

I made good progress on this subject, I'm going to post a file if someone is interested.There are tricky parts both in H and stable diffusion though

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