#PBRFusion 2 (Legacy)
2919 messages ยท Page 3 of 3 (latest)
drivers don't even support it
I'm gonna be honest that upscale looks like absolute dick ass
Definitely was not worth it lol
They don't have support for a perfectly made one, this one has been through ai like 9 times so a lot of the pixels are being created through other methods, it's very low quality, it wouldn't display at 64k, but it would be if you had a 64k monitor
No that's not true
It went through Nvidias upscaling ai twice
and its upscailing one for remix is ass
It doesn't matter how the pixels are created, pixels are pixels
Yeahhh lol
Also a 64K monitor physically isn't possible on existing hardware
You'd need more display output cables than any single card can support, and if you got multiple cards they'd each have to drive a different chunk of the screen. I think Windows would instantly crash trying to force that kind of resolution
The LA Sphere is 16K
if you go up close to it the pixles are like 3 feet apart
Yeah bc the thing is massive lol
so if they upgraded it a bit and brought them as close together as a monitor it'd be 64k
It might explain why my hardware stalled at 16k and then crashed when I attempted to bring it to 64k
cause there was no driver
it was almost done when it crashed
That's... Not really how it works lol
Also opening a 16K image would be significantly easier than driving a 16K display to my knowledge
Not that it's very easy to begin with
cdm told me it was 16k
What's a cdm
mb cmd
Oh yeh I forgot lol
It resizes back to 2k if it's above lmao
So the 16k is gone
Oof
maybe
incorrect, the texture if stored as .dds would if streamed in at full resolution exceed your GPUs VRAM and crash your driver.
It processed it and then resized it back
So there technically was a point it was 16k
๐
Itโs a lot faster to generate in 2k over 16k
obviously, there is no point in generating such huge textures
Imagine having a single texture that's 4x the res of your non existent 8k display
It passed the time, there was a point
It was worth it
I do not understand what you're trying to say.
He was emotionally invested
Would higher numbers on the guidance scale mean the upscaler would "imagine" more with the textures?
yes
Sweet, gunna experiment with a batch today 
Batch is far too slow for me to experiment 
40s per image upscale and pbr is too slow?
Did you adjust the latent_tiled_size to around 512 Auto?
40s per would be great
Isn't that what you're getting ish skurtty?
That's roughly what I get with 256x256 inputs
Yeah, about 48-54 seconds for me, they're COOKING out, all 512x512ish size
That's with higher guidance too so it's slower then guidance scale 1
Hmmm what is wrong with autos
Maybe we go back to default node.py and use latent tile size 512?
Yeah, 48 I think was my average with guidence scale 1. I have it set to 12 right now, that might explain the few extra seconds. Did u select 40 series on Depth Anything Tensorrt? 
Wait skurtty if you choose 30 series does it work?
Not sure, but it looks like it might, it sounded like this guy did lol #1263287747905327236 message
I'd test now, but I have a batch running ๐
LMAOOOOOOO
No
Way
@rustic talon
This is crazy
The 4090 will run a 30 series compiled tensorrt engine file
Just slowly
Wait so how slow was that step auto?
that's very weird
like this makes 0 sense to me lol
i'm gonna ask that TRT dude what's going on
I wonder if this is a thing where yeh it works for all of 30 series but it'd be faster if you compile for your card
It has a great imagination, 12 guidence looks SICK 
Can't wait to see it with all the PBR on it
I see the name
hmm actually p suprising
I will be trying 12 after manually pulling out textures to limit what's upscaled
I wonder what 24 looks like 
ok ive slimmed my batch down to below 150
let's see
okay I know for a fact I'm getting fucked here
there is not a single 4096x texture in that batch
@mental geyser

care to explain
It says prompt executed in 33s
the last one
it's frozen
it's like it's upscaling the upscale or something
manually cancelling doesn't work
I think it had issues with this texture last time too, gonna remove it
Cancel will not work during the seesr step
Yeh it seems to think that's a large texture
now the browser interface isn't opening lol
it goes to this and says press any key to continue
think I got it nvm
idek
That's saying another cmds already open running comfy lol
๐
How can you tell when your gpu driver crashes? 
Bsoda
you can see it in event viewer
under System
Ahhh event viewer, I I forgot about that. The PTSD from my old 14900k crashing and having to send those logs in 
Holy moly, are all 14900k just toast?
Oh damn!
Yeah pretty much, every CPU prior to around 8/8 when the new bios came out were getting zapped with some kinda vcore limit over 1.55v
and once they're crashing or degraded, they're pretty much toast. you need to RMA it
it was most likely the ring bus actually
Nah no. My GPU is crying to be used at all
Yeah, it made me never want to get Intel again
My new cpu's only ever seen the new bios and so far so good
Intel CPUs were okay, the jump from 10-11th to 12th was substantial
Performance was good
both monitors went fucky, when it came back GPU accelerated programs like discord had frozen blank screens
I can't remember, was there a setting that set a max size limit? Or some kind of setting that prevented it from doing crazy large math? Most my textures are 512x512 - but there are some 1024x1024 size textures, I think it's hiccupping on these textures. They're upscaling, but with the 2k output, it's like it's trying to do math all for nothing and ends up slowing the queue lol
Or could a 64x64 texture also make it hiccup for being so small? 
I think this is what was happening with @zealous plank's old laptop to the point where you couldn't even turn it on
that is true
good to know my laptops i9 won't be dying any time soon
Well I don't really get a usable result with 64x64
Yeah, most times I just point the input folder to the textures in the captures folder - not looking for miracles with that tiny of a size, it's just what's in there ๐
i could add in a check for if <256 skip it, and also do a 2x for 1024x
or just a option to set your own ignore scale
haha
2x upscale for 1024x1024 texture to 2k (by proxy it may be faster lol)
and if an image is below 256x256 then skip it
Ahhhh, yes yes please 
yeah that'd help a lot with barnyard
skip as in not upscale at all?
that'd skip probably 1/3 of Barnyard lol
Yeah, it is unfortunate but atleast all the main ones are 256x256
results wouldn't be usable anyways
They really aren't
ill make it box threshold you set
Here is an example of how bad they get
my DAT2 model can usually salvage 128x128 textures
64x64 is a lost cause though
especially with SPAN
or is that also using SeeSR
SeeSR is used
Wait I'm confused - this texture took a long time to process, but it was the same size as the face comparison texture that I did earlier. It's doing another 1024x1024 now, and it's taking a few minutes to process, but not hours - I wonder what happened 
hours?
Maybe it was the 12 guidance scale?
Or maybe 512 latent_tiled_size was too much for a 1024x1024 
I'll have to experiment more when it's all done 
Can't imagine how uncomfortable that suit is
Damn that ain't half had
but what about now?
Think he means โhalf badโ over โhalf hadโ
half life had bad
no 3
ok starting a finetune for sd2 hopefully seesr sees an improvement with it
Thatโs the name of half life 3 now, we are going to storm valve together to make that the name
Small Update 2.0.1 
-
Added option to choose threshold of resolution of images to skip (For example if set to 256, it will skip images of < 256x256 resolution not <= so will still process 256x256 images)
-
Added logic for if image is base >= 1024x1024 SeeSR node will only do a 2x upscale
Note:
If skip threshold is activated you will get an error message, but batch will still keep running fine. Otherwise i would have to return the original image (you can just close error box)
Example Error:
just extract to root folder (run_nvidia_gpu.bat folder) and hit yes to replace
you should see new option on seesr node called skip_smaller_than
YIPPEEEEEE! Nice job NightRaven 
I just tried the ComfyUI PBRFusion Remix integration click and go thing - it's so easy 
Nice
jesus, to train on flux they recommend
80GB vram
sd2 finetune is giving better creativity and adherence at same steps and guidance scale as normal
yes much more stable
im gonna let it train more an see what happens
Time to buy 4x4090s
or a couple quadros
A80 is probs the one
I KNEW I FORGOT SOMETHING, I was going to test running the 30 series engine on my 40. It looks like the diffuse went through, but it wouldn't generate the PBR
@neon tulip I had a thought, your problem with the batch apply to remix script problem, I haven't had time to check but its possible syntax in the mod.usda files changed
I can look at it tn
MY HEROOOO!! I would very much appreciate that, it's been a mystery to me 
ok i didnt see any syntax change just ordering, so maybe that is what was breaking but no guarantee, this is copying a manual made files syntax in newest version of toolkit
THANK YOU! I'll test it out ASAP
If it doesn't work that's alright - now that I can 1 click +PBR/Upscale/Ingest/Replace I'll totally be alright with that new workflow - or getting the "Assign Textures Set" thing down 
unless it got some kinda protective layer on the inside
wild
It donโt cut off on one side
Itโs just the original is on the left and the new is on the right
If you thought I was talking about an issue
nah i got it, thanks for calrification tho ๐
๐๐ผ
omg i just realized I didn't get a screen shot of the error
but i keep getting this half way through
heres the error
It happens right around when it goes to color matching
That should only appear when it starts pbr generation
If you have a 40 series GPU you have to change red box to 40series file
Yeah I swear I had it on 40 series idk what happened
All good could of defaulted to original workflow ๐
I did actually
and that didn't fix it
for some reason I had to change it myself
which was odd
I'm saying the original file is set to 30series
So it defaulted back to wrong one for you

god damn
u can disable cuda malloc in run_nvidia_gpu.bat if its giving problems
with
--disable-cuda-malloc
Is there a way to set the guidance scale when using the PBRFusionRTXRemix.json with Remix? 
The same seesr node is in the workflow, travel ๐
It is quite a large workflow lol all good
question
I can't find this texture anywhereeven in the file path, If I screenshot what its showing me on the left would that work right as the texture?
Hmm. It's odd because it'll do 25-35 textures at it's normal speed for me, and then there's a texture that stops the line and takes 45-1hr to process
The largest texture in the batch is 1024x1024, I wonder if it somehow thinks a 4096x4096 texture was loaded 
Sorta looks like I'm experiencing what Auto was having, but I'm waiting for it to go through all the way 
If you scroll down a tiny bit
In the gir for looper node
It should be outputting an index number
What is that number at rn
O wait you pan over it
Ok it's at 454
This one? 
Luckily you caught it on the video
What is the 454th texture (sorted by name) in the folder
Wait it's index 0
So the 455th texture
Looks like it's 222902302EA244A5.dds 
Can you send it here and what is the res?
And that's with file explorer sorted by name right?
Ahh oh wait I lied, it's this one
Looks like it's 256x256
I organized it like this lol
Thanks I'll look into it
Yeh it should never show processing at 4096
Shouldn't even be possible with way it's coded
Highest that should say is 2048
Yeah 2048 sounds right
Veryyy interesting, I wonder where it's getting that number from. Lemme know if you need anything from me, I'll see if I can investigate while I learn about comfyui 
Nah it processed, but now it's stuck on another one
It was able to process 1 other one at normal speed though in between
Si! 
๐๐
Flux control net training in diffusers seems to be almost done, will be fun to mess around with https://github.com/huggingface/diffusers/pull/9324
so i dont see anything odd about the textures
which means it a me doing bad job at coding probs lol
66gb to train 
Very interesting, it looks like keeping the latent_tiled_size is actually much faster than the 512 - perhaps there's a sweet spot in between the 128-512. But with 128, even when it's 4096x4096 it still works very well 
Is it just me or the earlier versions of PBR Fusion (I think version 1) took more liberties with upscaling and "recreated" textures while the new one leaves a lot more artifacting and looks more like ESRGEN or Topaz upscales
Colorful Diffuse Intrinsic Image Decomposition in the Wild
discuss: https://huggingface.co/papers/2409.13690
Intrinsic image decomposition aims to separate the surface reflectance and the effects from the illumination given a single photograph. Due to the complexity of the problem, most prior works assume a single-color illumination and a Lamb...
I think this is pretty interesting
You are correct previous version does have a lot more liberty, new version was made to be more of a traditional upscaler, on the seesr node you can change the guidance scale to 10 for it to be more creative,
Or if you prefer I left the download for old version on the page
This looks like a build upon intrinsic lora, I have tried that before biggest problem is most of diffusion is made for real-world images in mind,
And starts to fail on flat textures, my new dataset is almost done, and about to start training, hopefully getting a real albedo conversion model. Along with better PBR and more training for seesr
Mmmm
Oh and they don't have training code so I can't even try to train my own ๐ฆ
@mental geyser you should update your readme on hf
Seemed pretty straight forward...... SEEMED.
Was using the RTXRemix json and only thing I changed was the 30/40 setting.
yeh it defaults to 1 displacement
set height to 0.01 to 0.05 at the absolute max
Ah that makes sense lol
@mental geyser Kim helped me cook
There was a potential for the aiupscale_texture layer created from the Remix workflow of PBRFusion to be deleted because the default Remix Comfyui had the Delete Layer node enabled.
#1216200397497045002 message Kim adjusted the workflow to remove the delete node and either have it create aiupscale_texture, or add on top of that layer if it already exists. I adjusted PBRFusion's to match that new workflow
I believeeeeeeeee it's correct, I've tested it on a project and it appears to be working, I just haven't had it reviewed by anyone smarter on comfyui than me 
@mental geyser I noticed this node turned red (idk if it's always been like that) but the console gave me this message, wasn't sure what it meant with BAE, Midas and standard 
I'VE COOKED! (i think lol), it looks like on the SeeSR Upscale node, the default value for upscale was 4, but with PBRFusion our default output for upscales+pbr is 2048x2048, 4 was giving us the 4096x4096 we weren't sure was coming from.
This has DRAMATICALLY increased speed for me, the hiccups look like they're cured 
@primal olive iffffff you were thinking about trying again now auto, my lil fix above will prevent u from getting that 4096x4096 thingy/freeze 
Do you guys have support for GLI DDS textures?
If you're still getting a normal put out should be fine weird I'll look at it
This means the node is only upscaling 2x every time, which can be very bad for below 1024
The 4096 problem is likely on my side I still need to look into to
If you send one I can test it ๐
here's a random one from MM2
it has the GLI header
there's a script Nukem made that converts it
#game-compatibility message
python.exe convert-gli-r5g6b5-header.py 24082A17F065691A.dds my_fixed_output_image.dds
i'm going to mirror your GLI script in #1095534398134300682 if that's okay @split raft
Ahh gotcha, rats, I thought I cracked the main-frame 
Thatโs fine. Do note it covers that one single format, not every GLI type in existence. Should be enough for d3d9 games.
Wdym
I thought PBRFusion generates a heightmap
which would make the bricks look more 3D
Itโs a personal issue
Idk how to properly lay height maps on RTX remix
It still looks good though
If you know, Iโd appreciate telling me
the _height file it generates you ingest as displacement like other maps, in toolkit near bottom theres a dropdown for displacement you put in height file you ingested and change slider to 0.01
displacement is in a separate section at the bottom\
Yeah I mean I just donโt know what to put it in
Like roughness
Or smth else
DISPLACEMENT
IS AT
A SEPARATE SECTION
AT THE BOTTOM
NOT WITH THE OTHER TEXTURES
SCROLL DOWN
Thanks for telling me

lmao
it gives a buff to the words
0/10 crash out
The guy who said โtry thisโ is like the hand of god reaching out to help me
@neon tulip this is likely how its breaking out into 4k
V2.0.2 
- Fix Typo and add Skurttys Remix Workflow fix for layers,
Install: drag contents of zip into directory next to "run_nvidia_gpu"
YOU ARE THE MAN RAVEN 
Testing right when I get home 
about how long does it take per texture?
45-50 seconds each 
ZERO hiccups, this is amazing
This is going to dramatically reduce batch upscaling times, and give an accurate ETA when everything will be done 
@primal olive The problem you were seeing is now fixed ๐ฎ

ooooooo, does pbrfusion have text to image nodes? 
The controlnets are trained on text to image models, so yes every map is going through text 2 image models, prompting doesn't change much tho for these
Very cool
Got any recommendations for a tutorial series on comfyui if you used any? 
hmm, not really ive maybe watched a total of like 20 min worth of comfyui videos lol, mostly trial and error and exploring others workflows
Yeah I'm noticing it's less hard than I thought it'd be, some pretty impressive stuff 
@dusty whale feel free to ask any questions here,
im clearing room on my pc to install it first lol but im sure there will be questions
i need help deciding to use pbrfusion or comfy ui.
pbrfusion uses comfyui
thank you
well my first question is how do make it load an image to make into pbr
put the image into any folder
left of green box input path to that folder
assuming you loaded the workflow first
well no
alright done, but it has every texture as a dds
thats fine it can take those
then what?
step 5
or for 1 image just hit queue prompt on right
when its done results will be in PBRFusionPortablerootdir/ComfyUI/output
what gpu do you have btw?
4070 laptop
ok below the red box change that dropdown to 40 series
yeh the one below lol
where is the queue prompt
right side of the screen
for one image yeh
so id do it based on how many images i have in the folder?
yes ma'am
lmao

iont got photoshop but oh well
same error
its no longer giving me that error
its taking a bit at this modual but no errors so far
upscaling does take a lil bit and will seem stuck on that bar, its processing, it just isnt reflected in that loading bar
figures lol I didnt think it was breaking in any way
maybe i will speed up a bit if you change latent tiled size to 96
circled in blue
then node is on bottom left of workflow
it wont affect accuracy, its just faster with higher value with more vram
right so like blender rendering tiles
mmmmm no not exactly
there will be an affect, but not necessarily worse, or even noticeable
I meant in the sort of way that it renders images in squares at a time, unless that too is wrong
it is proccesing in a smaller tile, whether or not thats affecting things is trivial
in my tests you dont see a difference
it finished hooray
yea
I think its because the origional had some pre baked sheen on some bricks
ah
I am working on debake model being trained soon, well see if that helps
well its also cuz im cheating a lil bit i add some fine details back in, if i didnt itd be smooth, usually this helps alot, this is an exception\
still looks aight
I mean its roblox
ohhhhhh
and this+3 other textures control the entirety of the game
altho im confused what the white textures do, they only say diffuse
diffuse should be the brown color one
should be diffuse , roughness, height, normal
thisl pop out
that looks surprisingly clean
this isn't diffuse. It's probably roughness
It's weirdly labeled as diffuse for most


you can see the pattern in normal from height
like i said it struggles with flat depth
does it not say _roughness or _height on filename
So this is roughness?
It says _diffuse
Wait lemme check again
The metallic was from the nvidia one maybe? Idk 
Anyways I'll see abt finishing Allis later I have work to attend
Works pretty well on most things thanks
the value should be 0.01 to 0.05 btw, no higher or you're gonna run into big issues
Yeah thatโs what it is on most things, only one looks better at 0.13
Do you remember how you got the DirectX output? I'm only seeing Normal, BAE and MiDas 
I added my own code ๐
feel free to take the node file from pbrfusion
i need to do a pull request on his repo
which node pack is it again?
Thanks! You're a genius 
It's the Image-Filters node, https://comfy.icu/node/ConvertNormals 
Share and Run ComfyUI workflows in the cloud
trying to install it again cause I re set my PC and getting a not found 404 error message
sorry it was linked to directly to a file that dont exist anymore lol
Should probaly Pin that
Thanks
Thinking about doing a huge batch but uhh... how do I save the images?
All the upscales(and PBR if selected) will be in \PBRFusionPortable2.0\ComfyUI\output
Thanks
So I gave this a try and it's honestly really good.
But one thing I've noticed is that the data set really obviously has no singular items in it. Like a single rock. So every file with any opacity has unupscaled pixels surrounding it.
I've pretty much had to trash every low res plant sample and numerous other things.
Otherwise it's pretty insane seeing what is pretty much a 8x4 brick turn into a proper brick with a hole in it near a slightly darker pixel.
Thanks for the feedback ๐ Can you send a problem file you had with opacity?
I've tossed the vast majority of them but really it's every object with opacity. It's most noticable on low res objects though.
The plant is a really great example.
that's most likely an issue with not upscaling the alpha layer
it should be easily fixed. @mental geyser you can just use my span model to upscale the alpha alongside the main model
here's an example comparing alpha layer handling
left is the alpha layer simply resized with a normal resizing filter
right is alpha upscaled with an AI model
i'd tell you how to fix it right now puma but i'm not sure how. nightraven will have to do it
i just make my own black and white version of the original image and upscale that
its like a shitty version of a alpha layer
@here Newest Version I'm working on and its a lot lighter (Using an actual depth model this time)
Beta available here you can run for free on Huggingface no acct needed
https://huggingface.co/spaces/NightRaven109/PBRGeneration
Still sometimes has some weird shifting artifacts or is very blurry in details that should be present, but color bias is alot less and overall alot better 
(Beta cuz this is more of a rough draft model trying to fix above problems)
Any feedback is appreciated
YIPPEEEE!!! Can't wait to run a batch, nice work NightRaven! 
awesome work
Yes
Finally
Wow that is an excellent height map
But what if
we could go a step further
and make a mesh (point cloud rn)
๐
not perfect
yet... ๐
could probs do more post processing and normalizing
hmmm i wonder if instead of point cloud, put it in the world of gaussian splatting and take advantage of the tech in that space
is that based on the height map?
yup
wow
well, shows how accurate the height map is now. what arch are you using for that?
Depth AnythingV2
How much load does it put on the GPU for one image result. And how can I batch pbr them using capture
for the model in the huggingface space not much at all really maybe 3gb of vram, and can even run on cpu within 8 seconds
as for batching i dont have it available for batching yet, huggingface space is only release till i do a better model (which is training rn)
for this image to 3d thing, it outputs a 1gb obj file which is def overkill over a min of processing, can def get that down
so you're training a custom model on the depthanythingv2 arch?
ye
starting with there base model as pretrain but i think itd be fine from scratch too
i lied above depth model + normal map processing is 15 seconds on cpu. ig i dont know how long on gpu lol, thought i was using gpu (this is doing a 2k image)
Probably best to bake an .exr displacement map from it
That's not that bad. Bet it could finish in mere seconds using a 4090 for inference
Could there be a way to get AI roughness maps using prompt and another mask layer for a more refined control on the final output. Same for metallic map
I'll test GPU inference times tomorrow
Haha, I'll never say never but
When I began exploring this rabbit hole I thought that roughness would be the easiest of maps
So far it's been the hardest
And I have no clue how metallic would be done
Automatically at least
if anyone gets metallic working without guidance, my mind will be blown
it seems impossible
Instamat has a cool way of doing it
using something like segmentanything and using it to generate a mask for metallic elements (hand picked) could work
I just feel like There'd be so many false positives
without any guidance, absolutely
with this i meant the user would just click on the areas of the texture meant to be metallic, and segmentanything would automatically add it to the mask
then the mask could be used for a metallic map model in some way
Ah, thats kinda what instamat does but with less control
You choose a pixel color range in image
And it makes mask
I'm saying, even with a good dataset
I don't see a model working well consistently
with the mask, all it would need to do is determine how shiny an area should be. that should be at least somewhat doable imo
Maybe, it would be the last thing id work on if I was done with all my other ideas lol
Plus I kinda see it as the easiest to make manually, sparsely used maps
Well how is it procedurally generated?
I kinda want to know how exactly do you specify parts of the image for upscaling and possibly marking areas for roughness, maybe something akin to ContolNet and Llama for automatic prompting
inference time .32 seconds
Neat
This new train is def better so far
and got rid of most of that oddness i was seeing
huggingface space has been updated to it
oh uhh color bias is back rn on newest model, hopefully more training will bring it back out
Is the alpha layer issue fixed with that version?
will be
You can try decreasing blue circle value
Does the depth anything work on 20 series?
nahhhhhhh

Just a wee bit over
Using deductive reasoning one can assume the red indicates used, the blue indicates open. So by my calculations, you have still have roughly 30% of your 1TB left of which you have so far used only 465% of
Facts
Perfect-
Going to do another train on each of the models before releasing them but here's a sneak peek at its current state, this is with Kim's pbrify dataset https://huggingface.co/spaces/NightRaven109/TextureUpscaleBeta
Also the other space https://huggingface.co/spaces/NightRaven109/Diffuse2PBR
Has been updated without using the depth anything pretrain so it's now an ethical model
So id like to do more testing research and training, the texture upscale isn't ethical cuz it's using sd 2.1. I don't have high hopes we can get similar results without it. Once I'm happy with both it will be released with full comfy UI stuff, batch processing
EEEEEEE we're getting a new PBRFusion for christmas chattt 
Woah woah my deadlines in 2 days 
by far the best upscale of this texture i've seen
@velvet orbit you put your directory of images you want to upscale in the select directory, if there's multiple in the folder put how many under extra options like this, and then queue prompt
After they're one they'll be in ComfyUI\output
@neon tulip I got this error window. What does that mean? there's nothing in the output folder
Ahh, here in the middle you'll specify your GPU - I thiiiiiiink it only supports 30's and 40's series, I personally haven't tried 20 series cards yet
I made sure it was set to 30 series when I tried it
wrong version thats 1.6.8, dunno why it wouldnt work but its legacy
idk if a 3050 can run seesr in 2.0 tho
Lmao it was way below 351 at least 75% of those are failed runs
But I've learned alot I didn't regret a single hour it's been fun
๐
NightRaven the absolute goat for help making AI upscalers prime tools for Remix

hey i'm trying to upscale a 256x256 texture with RTX3080 card and it's taking a few hours, using the rremix json. is this normal?
hmm then this message came up:
VAEDecodeTiled_TiledDiffusion
Expected all tensors to be on the same device, but found at least two devices, cpu and cuda:0! (when checking argument for argument weight in method wrapper_CUDA___slow_conv2d_forward)
Hmm can you pastebin your CMD log?
Also if you are just needing a few upscales this is better ^
im guessing its because the remix program running in the background uses too much vram
Ah that would do it
ัะฐะบ, ั ััะฟะพะน
did you load the json PBRFusionV2.0.2BatchLoader.json (its in same folder as run_nvidia_gpu.exe) workflow first?
and no you are not stupid ๐
or alternatively you can checkout the huggingface spaces for easy access if just curious#1263287747905327236 message
I've done this before.
nothing happens when loading this file.
you may have to zoom out a bit to find the workflow to the left
oh fu...
Do you have a step-by-step video tutorial?
I am not a native English speaker, it is difficult for me to understand the interface.
@mental geyser
is it possible to run "TextureUpscaleBeta" on Google Colab?
"huggingface.co " limits the number of generation attempts and frequently interrupts processing
The weights in the huggingface spaces are not publicly available yet, I would make a tutorial for PBRFusion but am out of town for a wedding so I have no time this weekend
๐
chatgpt found pbrfusion! 
Ayo?

chatgpt found skurtyy!!
chatgpt getting so smart 
@neon tulip and anyone else who would like to help you can help with prompting a dataset here, Please be pretty verbose, but not to the point of making up info. If not sure on a description you can skip
Tip: I included filename to help on top
Please do prompts with , between features as seen in image below
and thanks if you help out ๐
could be useful sometimes
just want it to be as clean as possible as well so cant auto it ๐
YOOOOOO SICKKK! Thanks for setting this up, shall be diving in 
Pro tip, it displays the original texture name, helps identify what we're looking at - I thought this was the night sky lmaoo
wtf is this
Lmao
wait i may just be dumb
all these come with a json file that has descriptve tags i can just parse out lol
HUGEEEE

lol it felt like I was tagging for 2 hours yesterday and I didnโt even get to 100 ๐
you a real one g
what folder should i be upscaling for remix?
i might be stupid
this is new to mees
once you have the texture you want to upscale, put it in any EMPTY folder and then put the file path in the green box
it's been a minute since I used this so if there's a step that changed/I'm wrong somebody please correct me
You can set this to be rtx-remix/captures/textures which will upscale the entire captures folder, or you could point it to whatever folder really. The folder that has the stuff you want upscaled 
When it's done they'll be in ComfyUI_PBRFusion_Portable\ComfyUI\output
yummy ty
any idea how i put them back in the game easily?
nvm
shit will not upscale
sonic adventure dds files are broken asf
they dont even open
make a new layer in your project, and then open this, and for the directory path make it the folder where your textures got ingested. Then where the generateusdafromingestedDDS.py is located type cmd in the file address bar and type python GenerateUSDAFromIngestedDDSwithhhm.py
hmm that's weird, does it give you an error message at all?
you wouldn't happen to be on a 20 series card would you :3
im on a 30
Oh yeah that should be fine. wut da heck 
arrr naurrr, try to send a few of them here and I'll see if I get the same error
curious for the answer if u find it
ive been stuck on this for like a solid 3 mins
Still stuck? ๐
si senor
i'm in bed now since i got shit to do
air force air force air force all the way hey!!!
What GPU?
3060 ti
What is blue currently set too, you can try decreasing it
i'll try when i get home ty
i lowk just might be missing something
Try 96, and what res are you trying to upscale?
Oh..
the bigger ones are 128-128
idk why it isn't working, but not sure how well it'd do even if it did work lol
Try this
not atm
bummer
Either this beta
Or
Kim's pbrify does better on smaller res then 256x256.
PBRFusion struggles upscale below 512x512
beta output
aww how nice they gave me more storage
Upscale Seems to work pretty excellent for 128 it's just compression that kills it
https://huggingface.co/spaces/NightRaven109/PBRGeneration
Updated model, is much much better ๐
having trouble on text-to-img finetune for some reason but will start it 
generated vs original

diffuse
could try out new outward pom as well
This is a texture from Divinity II
RTX Remix doesn't work in it
AH
A PBRFUSION DROP 
do we replace the diffuser on pbrfusion2.0 with the depthanythingv2? 
๐
Lol that was me saving training code
TextureUpscaleBeta | deep-image ai | bilinear
TextureUpscaleBeta has a lot of noise patterns
awesome results so far though
I'm wondering why there are Prompt and Negative Prompt items in the TextureUpscaleBeta interface.
No matter what I put in there, the result didn't change.
4x mode or 8x?
4
could you please share with me all of the input images you used there lol
Yeah! I used the default that was on the Spaces page for the beta 
oh okay lol
@mental geyser you might want to incorporate some halos into your LRs
i'm gonna be training a model to remove halos. it'll be a lightweight model. you could probably pass images through it before upscaling without any issue if you wanted

chat what's a halo texture, google keeps showing me halo the videogame lmaoo
it's not a texture type, it's an artifact from oversharpening or similar processes
it's on the first input image
Ahhhhhh gotcha, good eye 
some of the artifacts from it were retained in the upscale as well, which is why i suggested night add some more halos into the training dataset ๐
it'd help prevent this
here's an example
Ahhhh yeah, it does have an effect it looks like 
my model is so much worse with that though lol
it's probably an issue with my dataset. not sure if that's what night is still using or not
but yeah
your dataset is included + mine
was trying out the new version, when I start I get this error
nvrm
it just worked all the sudden
there is no new version lol
I updated space to output in png instead of jpg can you retry the images and see if theres a big difference between jpg and png
ik img sli will put it back into jpg but im curios
Slowpoke Pics image comparison service
this site keeps it in png
has a slider comparison mode too
๐ฎ
๐
Yeah that's great!
Fiddle sticks, it wanted me to join pro before upscaling the 2nd one again, but here's the that first pics png comparison! https://slow.pics/s/murGO9Bd?image-fit=contain
Slowpoke Pics image comparison service
most recent I suppose, I haven't used it since the 2.0 so 2.02 I think it is
it'll get clearer as it trains, this is early on
but that's how about that image should look. new model will do that ๐
it's SPAN too so it'll be quick to run
new output with the dehalo model ran first
Well at least the texture's good 
I used a seperate compression artifact removal tool and did some light color replacing to fix a bleeding issue at the bottom, and then I upscaled both parts seperately and recombined them, then used the normal tool.
SA2???
SADX
the hands really looked like sa2 for some reason
output of pbr gen space is much better now as it outputs full png quality
megascan maps vs new pbrfusion made maps (no outward pom cant get it to show up lol)
NICEEEEE WORKK!
That's crazy good
outward displacement doesnt show in the toolkit (currently), only in runtime
?
That's weird
Oh lol I got it to work ๐
This is not true, I had to old of runtime running
@burnt oyster
I should have been clearer, For the v.2024.5.1 (i dont have those manualy updated files for the toolkit)
Outward displacement doesnt show in the PREVIEW/RENDER window in the toolkit (ofc it shows as an option, how can you see et in the runtime if you dont set it in the toolkit... )
thats my experience anyway... then i go ingame and i facepalm at some outward displacements
with latest runtime build, toolkit build, and a new capture. outward displacement is also live showing now in toolkit for me
gotcha
What the hell lol
#1263287747905327236 message
Could I ask what the objective is here + what "megascans" is in comparison? It's not super clear to me.
Quixels asset library
No no I mean like what's the specific thing we're comparing here, was there a special process for the "megascans" thing?
The reaction implies that "megascans" looks worse and I don't think I could exactly back that part at least
A comparison of the PBR maps of the asset made by hand, and PBRFusion generated PBR just based off of albedo
I guess goal would be to be able to get as as good of PBR as a megascan asset or close to it
well i cant guarantee itll be perfect every time lol. PLus i may have a way to allievate in comfyui
what was orignal picture?
i mean this looks p seamless to me
bruh
technically the normal maps are wrong on the space rn, but im gonna need a little more then "bruh"
ahh i see
The way you could fix it is during inference you could add circular padding around the texture and crop it back afterwards. May not be perfect but it should help at least a little bit
good idea! thanks ๐
might be interesting for you:
https://github.com/trashgraphicard/Albedo-Sampler-for-ComfyUI
not amazing actually but maybe useful somewhere
@snow acorn try out this normal map, this is output full comfy release will have, should be much better
๐
thanks for pointing that out 
and please add a seamless texture feature to the checkbox.
this method may not be suitable for all textures.
if you are dealing with baked textures, there may be errors.
If you don't mind me asking, what ended up fixing your issue in the end ? ๐
padding didnt end up helping a ton ๐ฆ
tried a couple methods, blending, bluring, smearing
ended up with Fourier Transform
ai helped with that implementation ๐
Awsome!
These new models are close to a release state everything is changed from different sr model to custom depth model, should I just call the new iteration PBRFusion 3?
ya
Isn't life odd I never head of Fourier before yesterday and today I'm scrolling through Reddit and it's in a meme lol
The algorithm is always watching
will be only 22gb ๐ฎ












damn, that's craaaaaazy


