AI Seamless Texture Generator Built-In to Blender
github.com
github.com
That said, also quickly found what appears to be 990s for a non-profit OpenAI here, but they end in 2020:
https://projects.propublica.org/nonprofits/organizations/810...
Quick set of Google searches found nothing currently on their site — anyone have any additional information?
> OpenAI LP is governed by the board of the OpenAI nonprofit, comprised of OpenAI LP employees Greg Brockman (Chairman & President), Ilya Sutskever (Chief Scientist), and Sam Altman (CEO), and non-employees Adam D’Angelo, Reid Hoffman, Will Hurd, Tasha McCauley, Helen Toner, and Shivon Zilis.
> Our investors include Microsoft, Reid Hoffman’s charitable foundation, and Khosla Ventures.
Also, [2] is interesting reading. It's not official (the author writes "views expressed are my own"), but it's written by a researcher at OpenAI and was reviewed by people on the board of directors.
[2] https://www.lesswrong.com/posts/3S4nyoNEEuvNsbXt8/common-mis...
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.
BetaMax > VHS
Xerox Park > [ Mac > Windows ]
PS2 Bus > ISA Bus
AltaVista > Google
I'm curious to see if Tesla is hit by this now that the big automakers finally woke up and realized there's a colossal market for low-cost EVs.
All it takes is one good, actually open project to sidestep all of their chicanery.
A world where deep fakes are well known and accessible technology undermines their nefarious utility (the opposite of course also being a problem: actual video evidence now potentially being undermined).
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.
I thought of a Scifi series years ago where puppeteers could force politicians say anything they wanted just by the threat of a deep fake.
""AI""
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.
https://help.openai.com/en/articles/6402865-is-dall-e-availa...
This is a known recipe, worked well in a huge number of places.
If you want a great ROI, create a superior product and charge a premium for it. Also worked well for a number of companies, from Porsche to Apple.
OpenAI's strategy can still result in a business success, if executed well.
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
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...
For example, the way I interpret it, if you write software that incorporates Stable Diffusion then it's not legal to use any GPL-licensed code, or vice versa (thanks to the "use-based restrictions").
(Of course, you could argue that this isn't much more "restrictive" than the GPL itself is.)
restrictive in what sense? Doesn't seem restrictive to me
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.
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...
Included in the Unreal Engine license after Epic purchased Quixel. :)
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Just none of the sample images in the readme make use of the seamless feature. It would be nice to see what they look like without installing everything.
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.
Maybe its a good thing because it will allow indie devs to spend less time/money on art.
"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.
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.
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.
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.
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.
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.
The ability to ask OpenAI for an entire set of game at work has changed everything for me.
I’m positively jubilant about the ability to just ask for textures and such. Not necessarily ideal for some master vision of a professional game, but a game changer for people like me. Also probably great for proof of concept and such.
ducks
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.
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.
> 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.*
There's a non-trivial part of several industries who do not want to see that happen, because NVidia treats its customers and partners orders of magnitude worse than Intel ever did.
https://www.travelneil.com/stable-diffusion-windows-amd.html
https://www.travelneil.com/stable-diffusion-updates.html
Tedious to set up, but the author does a great job of explaining all of the steps.
# Install your distro's HIP runtime and rocminfo
$ apt install rocminfo hip-runtime-amd # for debian and derivatives
# Confirm ROCm is installed properly and confirm your gpu is supported
$ rocminfo
ROCk module is loaded
...
Name: gfx1031
Marketing Name: AMD Radeon RX 6700 XT
...
# Must uninstall any non-ROCm torch libs
$ pip3 uninstall torch torchvision torchaudio
# Install latest ROCm pytorch, see website for more versions
$ pip3 install torch torchvision torchaudio --extra-index-url https://download.pytorch.org/whl/rocm5.1.1
# Required env for unofficially supported newer gpu's like gfx1030 & gfx1031 that give error "hipErrorNoBinaryForGpu", can be added to /etc/environment to make permanent
$ export HSA_OVERRIDE_GFX_VERSION=10.3.0
# Test torch HIP is working
$ python3
>>> import torch
>>> torch.cuda.is_available()
True
>>> quit()
# Run Stable Diffusion workloads like normal...
Hope this points people in the right direction with AMD GPUs.Blender can also take advantage of the installed HIP runtime for render acceleration in the latest versions too once you enable the setting in preferences.
This is absolute gold for indie game devs.
Whenever I ask for something like ‘seamless tiling xxxxxx’ it kinda sorta gets the idea, but the resulting texture doesn’t quite tile right.
Getting seamless tiling requires more than just have "seamless tiling" in the prompt. It also depends on if the fork you're using has that feature at all.
https://github.com/lstein/stable-diffusion has the feature, but you need to pass it outside the prompt. So if you use the `dream.py` prompt cli, you can pass it `"Hats on the ground" --seamless` and it should be perfectly tilable.
Intuitively it seems like we could represent stable 3D positions and geometry that then passes through a separate shading stage.
Use a model to replace only the engine and game logic itself. Faster physics and rules than a physics engine. Much less human engineering needed to build a final product.
Add a final pass through an ML upscaler for photorealism or cartoon crispness.
I'd gamble 50-50 that this is an existential risk to Epic Games. I'd also gamble 50-50 that we see this in five years.
I can't think of any incumbent right now that is safe from disruption.