hello gentlepeople! I’ve been cooking with texture synthesis lately, and I have a couple of HDAs for your testing pleasure, an H+C beta test if you will.
The first is essentially an OpenCL Copernicus port of the Embark texture synthesis system from A Opara et al (a hidden gem!), with a couple of additional operation modes as well. Pretty much all the options should be there. github.com/EmbarkStudios/texture-synthesis It is divided into a solve and replay node, so you can repeat the same operation to several textures if needed (e.g. PBR components) This is a non-AI solution, just old fashioned clever algorithms 🙂 It’s pretty fast too, in the video the texture synthesis is done on the fly at 512×512
the terrain example was too large to attach: www.dropbox.com/scl/fi/lw3d9flg45m0dr5q284xq/ee_texsynth_application.zip?rlkey=mm39za8qv1mvlwj69l52tcdsr&dl=0
the second is an extension of the same idea into 3d. Instead of finding suitable neighbor pixels from an exemplar, it finds neighbor voxels for a volume by trying different projection axes. Essentially a 2d -> 3d converter! It works sometimes, sometimes not, but could be a fun tool. There are a few operating modes with some masking options as well.
(agents were harmed in the making of these hdas. I’m testing the limits by posting these here nevertheless..;)
I’ll post these publicly after a few days, if someone wants to take these for a spin and give feedback before
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