[HN Gopher] AI Seamless Texture Generator Built-In to Blender ___________________________________________________________________ AI Seamless Texture Generator Built-In to Blender Author : myth_drannon Score : 234 points Date : 2022-09-19 16:50 UTC (6 hours ago) (HTM) web link (github.com) (TXT) w3m dump (github.com) | skykooler wrote: | Is there a way to run things like this with an AMD graphics card? | Every Stable Diffusion project I've seen seems to be CUDA | focused. | habibur wrote: | That's because Stable Diffusion is built with PyTorch. Which | isn't optimized for anything but CUDA. Even the CPU is a second | class citizen there. Let alone AMD or other graphics. | | Not saying PyTorch doesn't run on anything else. You can but | those will lag and some will be hackish. | | Looks like Nvidia is on its way to be the next Intel. | mrguyorama wrote: | Part of this is simply that AMD does a TERRIBLE job of | writing tooling and software for anything that isn't just | "render these triangles for this videogame". Doing raw | compute things with AMD GPUs just seems limited to those | building supercomputers apparently. Their promised "cross | GPU" solution in ROCm is only available on a tiny fraction of | the GPUs they make, seemingly without architecture excuses | for why it isn't available on 5000 series cards, it took them | YEARS to provide a backend that blender could actually use, | productively and without crashes and bugs, and their drivers | are just in general very fragile. | | It's weird to me how much lip service AMD puts into making | cross platform, developer friendly, free and open GPU compute | standards, and then turn around and just not do that. | westurner wrote: | From the Arch wiki, which has a list of GPU runtimes (but not | TPU or QPU runtimes) and arch package names: OpenCL, SYCL, | ROCm, HIP,: https://wiki.archlinux.org/title/GPGPU : | | > _GPGPU stands for General-purpose computing on graphics | processing units._ | | - "PyTorch OpenCL Support" | https://github.com/pytorch/pytorch/issues/488 | | - Blender re: removal of OpenCL support in 2021 : | | > _The combination of the limited Cycles split kernel | implementation, driver bugs, and stalled OpenCL standard has | made maintenance too difficult. We can only make the kinds of | bigger changes we are working on now by starting from a clean | slate. We are working with AMD and Intel to get the new | kernels working on their GPUs, possibly using different APIs | (such as CYCL, HIP, Metal, ...)._ | | - https://gitlab.com/illwieckz/i-love-compute | | - https://github.com/vosen/ZLUDA | | - https://github.com/RadeonOpenCompute/clang-ocl | | AMD ROCm: https://en.wikipedia.org/wiki/ROCm | | AMD ROcm supports Pytorch, TensorFlow, MlOpen, rocBLAS on | NVIDIA and AMD GPUs: | https://rocmdocs.amd.com/en/latest/Deep_learning/Deep- | learni... | | RadeonOpenCompute/ROCm_Documentation: | https://github.com/RadeonOpenCompute/ROCm_Documentation | | ROCm-Developer-Tools/HIPIFY https://github.com/ROCm- | Developer-Tools/HIPIFY : | | > _hipify-clang is a clang-based tool for translating CUDA | sources into HIP sources. It translates CUDA source into an | abstract syntax tree, which is traversed by transformation | matchers. After applying all the matchers, the output HIP | source is produced._ | | ROCmSoftwarePlatform/gpufort: | https://github.com/ROCmSoftwarePlatform/gpufort : | | > _GPUFORT: S2S translation tool for CUDA Fortran and | Fortran+X in the spirit of hipify_ | | ROCm-Developer-Tools/HIP https://github.com/ROCm-Developer- | Tools/HIP: | | > _HIP is a C++ Runtime API and Kernel Language that allows | developers to create portable applications for AMD and NVIDIA | GPUs from single source code. [...] Key features include:_ | | > - _HIP is very thin and has little or no performance impact | over coding directly in CUDA mode._ | | > - _HIP allows coding in a single-source C++ programming | language including features such as templates, C++11 lambdas, | classes, namespaces, and more._ | | > - _HIP allows developers to use the "best" development | environment and tools on each target platform._ | | > - _The [HIPIFY] tools automatically convert source from | CUDA to HIP._ | | > - * Developers can specialize for the platform (CUDA or | AMD) to tune for performance or handle tricky cases.* | chpatrick wrote: | You can run it on an Intel CPU if that helps: | https://github.com/bes-dev/stable_diffusion.openvino | cdiamand wrote: | Very cool. There are some really interesting opportunities to | integrate stable-diffusion into many creative apps right now. | It's neat to see it all happening at once. | | Another interesting example of how stable-diffusion could be | integrated into a workflow: | https://www.reddit.com/r/StableDiffusion/comments/wys3w5/app... | | So many applications... | owenpalmer wrote: | Love this idea! | hyperific wrote: | Severian wrote: | Ha, I knew this would come out sooner or later based on my own | experiments with Stable Diffusion. It does very well with | textures. | jcmontx wrote: | It makes me so happy to see FOSS providing cutting edge tech for | all of us :) | | This is absolute gold for indie game devs. | shabbatt wrote: | holy cow! this is insane. should be possible to create a mesh, | get stable fusion to generate a UV texture map too! | | later we should be able to use prompts to generate 3d meshes with | full uv texture map as photogammetry picks up pace. | | first they came for 2D, then they will come for 3D. | spyder wrote: | Yep: | | https://github.com/NasirKhalid24/CLIP-Mesh | JamesBarney wrote: | Yeah, I'm excited about what this means for indie games. | zactato wrote: | Aren't indie games already dangerously close to the commodity | space? Steam is overwhelming these days. There are dozens of | games I can build bridges in or new interesting strategy | games. How is any one developer supposed to capture enough | market share to make any money of their work? I am worried | that tools like this will just lower the barrier even more. | | Maybe its a good thing because it will allow indie devs to | spend less time/money on art. | [deleted] | JellyBeanThief wrote: | > How is any one developer supposed to capture enough | market share to make any money of their work? I am worried | that tools like this will just lower the barrier even more. | | In an ideal society, everyone has time, energy, and | resources to create art themselves just because it makes | them happy, as opposed to having to turn a profit. | myth_drannon wrote: | I don't think indie devs are in for the money. That ship | sailed a decade ago (90's were the shareware era, 00's were | the indie devs era). | somenameforme wrote: | Yip. I think a large motivation for many games is not to | make money but to make something that you personally want | that isn't already out there that, where the money is | just a nice perk. | | "UnReal World", for the most extreme example I know of, | was released and has been in development for more than 3 | decades. It's still receiving regular updates, with the | dev kind of mixing game and life. It's a game about | surviving in the Finnish wilds, by a dev who lives out in | the middle of the Finnish wilds. | postsantum wrote: | And 10's were the saas era | [deleted] | wongarsu wrote: | The barrier of entry has been on the floor ever since Steam | discontinued Greenlight and started just allowing everyone | on the platform. But at the same time they invested a lot | in better content discovery: personalized recommendations, | the discovery queue, curators you can follow, etc. | | If you're building the next rehash-of-popular-concept, this | asset generator at best saves you a couple minutes shopping | the Unity Asset Store, and selecting the right store-bought | texture in blender. But it will raise the bar of what's | possible with new, innovative settings, which I'm really | looking forward to. | moogly wrote: | Maybe finally the pretending-my-programmer-art-is-a-super- | opinionated-stylistic-choice-to-go-with-retro-pixel-art-and- | not-just-because-it's-so-much-easier-not-to-hire-an-artist | fad can be -- if not laid to rest -- perhaps toned down a | bit. | badsectoracula wrote: | These tools wont replace artists or needing some sort of | artistic sense - there are several indie games that had | professional artists working on the assets but the | developers behind them completely massacred their art. | | As an example check out Frayed Knights on Steam - i really | like the game and think it is both very fun and a very | competent freeform blobber RPG, but despite the author | having help from artists (and he even worked in some | beloved PS1 games himself so he wasn't an amateur at it), | the visuals are downright ugly - the UI even looks worse | than the default Torque theme! The fact that the game was | shipped with what it looks like a rough placeholder made in | MS paint for the inventory background, tells me that the | only reason for that is that the developer (whom, do not | get me wrong, i otherwise respect, just not when it comes | to visuals) is blind when it comes to aesthetics (which is | a shame because the actual game is both very humorous and | has an actually deep character system - but due to the | visuals it was largely ignored). | | This wont be solved by AI, at the end of the day someone | will have to decide that something looks good and someone | will have to integrate whatever output the AI creates with | the game. | | What will actually happen is that people with some artistic | skills will be able to do things faster than they were able | before - it will improve several types of games (i.e. those | whose art styles fit whatever the AI creates), but it wont | let someone without artistic skills suddenly make high | quality art assets. | BobbyJo wrote: | I can't wait until these kinds of tools are usable live. I'd love | open worlds with unique character interactions and scenery. I'm | always incredibly disappointed when I've exhausted a game's | content or when portions of content are obviously built on some | simplistic pattern, either visual or interactive. | nullc wrote: | Now-- someone figure out how to setup the boundary conditions so | that it can fill in penrose or Jarkko Kari's aperiodic wang | tilings to efficiently get aperiodic textures. | | If you fill in a set of these tiles with the right edge rules, | then you can just formulaically fill a plane and get a non- | repeating texture without generating unreasonable amounts of SD | output. | jonplackett wrote: | Anyone know if there are non-blender-specific versions / prompt | hacks to get seamless textures out of stable diffusion? | | Whenever I ask for something like 'seamless tiling xxxxxx' it | kinda sorta gets the idea, but the resulting texture doesn't | _quite_ tile right. | duskwuff wrote: | If you're using a recent version of stable-diffusion, it's | exposed as the --seamless option. | khangaroo wrote: | I wonder if it would be viable to have a model that generates | other components like normal maps based on the generated texture | too. | anon012012 wrote: | I'm currently trying to put 1000x wallpaper seamless textures | into UE5 Marketplace. I'm saddened to see this news.^^. Well, | fuck money anyway right? Here's a tip, you can produce all you | need if you follow this guide: | | https://rentry.org/voldy#-guide- | | Just check what this stuff can do: | | https://github.com/AUTOMATIC1111/stable-diffusion-webui/wiki... | | This is the best page on the internet right now. The hottest | stuff. Better than Bitcoin. | | You can get guidance and copy business ideas here: | https://lexica.art/ https://laion-aesthetic.datasette.io/laion- | aesthetic-6pls/im... http://stable-diffusion-guide.s3-website-us- | west-2.amazonaws... | | For textures: Once you have generated the color map (diffuse) | from StableDiffusion, you can use CrazyBump to BATCH create the | normal map and displacement map. I'm currently at my 200th file | iteration. http://www.crazybump.com/ CrazyBump, all the cool kids | are using it. | | Now this is where I'm at. Call me crazy. I'm forgetting stuff | surely, but it's the best I can do. Go and change the world. | | PS: You can Batch Upscale the 512 to beautiful 2k+ with this | link: https://github.com/xinntao/Real-ESRGAN | DonHopkins wrote: | Blender is the perfect platform for this kind of stuff, since | it's all scripted in Python, which is the lingua franca of | machine learning. | robertlagrant wrote: | It makes sense that it is, as Python has if statements. | | _ducks_ | Animats wrote: | Oh, it generates from a text prompt, not a sample texture. I | thought this was just a tool to generate wrapped textures from | non-wrapped ones. | | The licensing is a mess. The Blender plug-in is GPL 3, the stable | diffusion code is MIT, and the weights for the model have a very | restrictive custom license.[1] Whether the weights, which are | program-generated, are copyrightable is a serious legal question. | | [1] https://github.com/lstein/stable- | diffusion/blob/61f46cac31b5... | nullc wrote: | Pretty ironic to assert copyright on the weights while ignoring | it on the training data the produces the weights. Are AI | practitioners foolish enough to tempt that fate? | naillo wrote: | The weights are not particularly restrictive. You're totally | allowed to use them to generate things you sell for instance. | kache_ wrote: | >very restrictive custom license | | restrictive in what sense? Doesn't seem restrictive to me | wongarsu wrote: | Shouldn't the arguments for applying copyright to photographs | apply nicely to applying copyright to ML weights too? Sure, the | output is generated by a machine, but the output is also | created by the creative choices of the machine's user. | | If anything, it would seem to me that photographs had a much | better case to being uncopyrightable, with them being | mechanistic reproductions of existing reality. | brailsafe wrote: | It does seem to allow for providing a sample texture | htrp wrote: | You can assert any license you want, but good luck enforcing it | in court. | yesimahuman wrote: | As a developer and past indie dev that creates awful art for any | projects I take on, this is incredibly exciting. We're getting | closer to the reality where an engineer can build a full game or | experience completely on their own and maintain a high level of | artistic quality. | jlundberg wrote: | Another recommendation for any aspiring solo or small team game | developer is the megascans library: | | https://quixel.com/megascans/ | | Included in the Unreal Engine license after Epic purchased | Quixel. :) | ByThyGrace wrote: | Unfortunately none of the three textures shown as examples in the | README are seamless pattern textures. That would have completely | driven the point home. I really like the idea though. | ramesh31 wrote: | I'm kind of overwhelmed by this stuff at the moment. | | On the one hand, it's very clear by now that this new generation | of AI is absolutely game changing. But for what? It feels a bit | like discovering oil in 1850. | camjw wrote: | I think it's so interesting and positive that Stable Diffusion | has come out and absolutely destroyed DALL-E as a product. What | are the best examples of DALL-E being integrated into a product? | Are there any at all? | mrtksn wrote: | OpenAI decided keep it for themselves, their tech was | impressive but they didn't have a killer app and they tried to | prevent the inevitable by restricting the use of their machine. | | StableDiffusion might be inferior to DALL-E in some aspects but | they build a community with full access to the tooling and that | community is much more likely to find a killer app for this | impressive tech. | | It's kind of ironic that OpenAI is losing out due their closed | ways and desire for control. | skybrian wrote: | We haven't seen any integrations but that doesn't mean we have | any idea how many users DALL-E has. Stuff showing up on Hacker | News isn't a good proxy for this. | O__________O wrote: | Stable Diffusion easily has 100x more active users that | Dall-e; this based on stats OpenAI released and private | sources I been able to dig up. Rumored that Stability AI is | in process of raising additional funding at over a billion | dollar valuation. Unless OpenAI rapidly changes course, only | matter of time before they are footnote in history of AI in | my opinion, since Stability will likely rapidly go after | every single current offering they have, including | GPT3/CoPilot. | skybrian wrote: | Well, I guess it's fortunate that OpenAI the company is | owned by a nonprofit that's devoted to research. As long as | they get funding they can keep doing research. | kache_ wrote: | ""Open"" | | ""AI"" | thorum wrote: | OpenAI is planning to release an API for DALL-E. Once they do, | you will see more applications being built with it. | | https://help.openai.com/en/articles/6402865-is-dall-e-availa... | jowday wrote: | Whatever API they release is going to be way more restrictive | than what people can do with Stable Diffusion. I doubt we'll | see anywhere near the same amount of integrations unless | OpenAI just lets you download the weights and run Dalle | locally. | peppertree wrote: | This is like bitkeeper vs git all over again. DALL-E is the | early innovator but stable diffusion is going to clean the | table. | naillo wrote: | The people who first originated the clip guided diffusion | approach (rivershavewings around this time last year) are now | working for stable diffusion so it's somewhat arguable that | dalle wasn't actually first (just first to make a user | friendly saas for it). | GrantS wrote: | OpenAI announced and released CLIP on GitHub on January 5, | 2021: https://github.com/openai/CLIP | | You need CLIP to have CLIP guided diffusion. So the current | situation seems to trace back to OpenAI and the MIT- | licensed code they released the day DALL-E was announced. I | would love to be corrected if I've misunderstood the | situation. | naillo wrote: | You're totally right, OpenAI released CLIP in january. | But I mean CLIP isn't an image generator, it's just a | classifer. If we restrict the question to actual text to | image generators (ignoring deep dream or some of the | 'kinda cool but far from the coherency of post-2021 | generators') then clip guided diffusion is kinda the | first. | pdntspa wrote: | I am soooooooooo glad this happened. OpenAI has defaulted on | their promise of openness and it seems a lot of models are | gatekept by profiteering and paternalistic moralism | | All it takes is one good, _actually open_ project to sidestep | all of their chicanery. | scifibestfi wrote: | It begs the question: Did they believe there would be no | competition? | capableweb wrote: | That's usually how _innovation stagnation_ happens. Tons of | examples all around. Intel and AMD were fighting, at one | point Intel got a solid lead on AMD but eventually they | became to overconfident and became lazy. Same will probably | happen with AMD eventually, just a matter of how long the | cycles are. | yazzku wrote: | ActuallyOpenAI | mhuffman wrote: | Yes, and the end of the world they predicted if text-to-image | technology got into the hands of bigots or if | celebrities/politicians were deep-faked into odd situations, | etc ... just has not materialized. I really think (and always | thought) that the whole ethical reason for withholding access | was bullshit! Same with generative text from prompts. | serf wrote: | > ... just has not materialized. | | I don't think we comfortably know that yet. | | For one, software takes a bit to diffuse into the public | usage, secondly if you were the victim of blackmail or some | other such criminal activity that was perpetrated with the | use of such a system you wouldn't raise your hand | immediately -- you'd get clear of the problem -- and then | afterwards depending on how embarassing the situation is | you'd speak out publicly. Many victims will never identify | the methods used, and most will never speak out publicly. | | In other words, systems like this _could_ be being used to | harass people and it 'd take a bit of time before 'the | public' was ever very aware of it being an ongoing problem. | TigeriusKirk wrote: | There are some people making images that almost anyone | would find offensive. But I haven't noticed those images | having any impact at all, at least not yet. | yoyohello13 wrote: | I think those ethical concerns are very real. It's just | inevitable that this technology will be used for nefarious | purposes. But withholding access to the tech, can't do | anything to avoid the inevitable. ___________________________________________________________________ (page generated 2022-09-19 23:00 UTC)