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so i don't know how 1.1 would be, as i only see it for windows, but for my use i need over 1k textures and it's way too slow to be usable. also, seam blending didn't work, it just glitched out the center. maybe that is fixed in 1.1 idk.

i've thought about writing my own tool, to combine perspective grabbing (also for another ask, the ability to lock the output region to a square would be nice), a few different modes to scatter regions (corners/edges, tri grid, square grid, brick grid) with histogram preserving blending, and some basic edits (brightness, contrast, color shifting), etc in one spot, as i have a few hundred images to go thru and edit into textures already, and will be continuing to take more (i have tons of locations on a map to go to).

since i have so many images to go thru, any time saved is worth it in the long run. i bought this to see if it would work, but not in its current state. i don't have any unity experience so i can't really offer my time to work on it. however if you want to add histogram preserving blending, here is a paper on it: https://jcgt.org/published/0008/04/02/paper.pdf.

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oh also if you're looking for other useful features, a highpass + average filter. average the image and save that color, blur the image to a large size (optionally downsampling first to run faster however that will reduce quality in many cases), gaussian blur, subtract from original, then add back the average color. this will remove large scale variation like a soft shadow along it or shading on a round object, but will keep the original base color and the details.

Hi! Thank you so much for the comment ><! The 1.1 should be more optimized! I was talking to a dev of a cool tool, that also generates seamless textures, and they agreed onto adding the algorithm here! It'll appear in the next update!!

awesome, i’ll let you know how it is when there’s 1.1 for mac