#PBRFusion 4

297 messages · Page 1 of 1 (latest)

hallow leaf
hallow leaf
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Reserved

finite stump
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LETS GOOOOOOOOO!!!!!!!!!! LETSGO

hallow leaf
candid sky
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Oh hell yes lesGO

thin gorge
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YEAHHH

worldly mirage
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Hm. Let's see

dark veldt
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Looks great! Cant wait to try it

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Its 36gb, chunky boy

hard kelp
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w update, but daimn 36gb almost twice more then v3

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gonna try new height model on walls with windows in l4d2

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did upscale model get an update too tho?

worldly mirage
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How many?!

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I guess we'll see it tomorrow

stuck venture
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Hey Nightraven, do you think it's possible to take your model and use it outside ComfyUI? I would like to use it as a PBR converter of Skyrim textures

dark veldt
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@hallow leaf I'm having trouble unzipping it (with winrar and also with the windows tool). It seems something is corrupt, is that possible?

worldly mirage
candid sky
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I had no problem unzipping with 7zip

hallow leaf
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I'm getting a problem too sometimes I'm rezipping it

hallow leaf
hallow leaf
hallow leaf
dark veldt
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Thats alright! It works fine though so i dont think it had any effect, ill redownload it just in case

worldly mirage
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DAMN IT

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Spent hours

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Why is it so large

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I fucking hate huggingface

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WHY CA I NOT RESUME IT???

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Fucking piece of shit

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Time to restart. Spent all day on this bullshit

tribal ridge
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Except I have 2TBs

worldly mirage
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I am really REALLY pissed off right now

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And before anyone tells me to use the cli

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NO

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Why do people not have mirror links to file hosts that aren't utter garbage

stuck venture
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I got this error when unzipping it

0x800704B0

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Then it continued the extraction. Not sure if it compromised it or not

torn narwhal
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this has not moved for a very long time

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am i doing something wrong?

hallow leaf
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What GPU?

hallow leaf
worldly mirage
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Like gdrive, I guess, though the file is too large

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Is it really as compressed as it can get?

hallow leaf
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I can put it on g drive,

Yes it's mostly the albedo model taking it up

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Or you want the max zip compression level?

worldly mirage
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Let it riiide

hallow leaf
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Flux Klein 4b, yes there are quantizations, but it basically ruins the lora for the albedo

worldly mirage
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Flux strikes again

torn narwhal
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THIS IS SO GOOD

hallow leaf
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What was the problem/fix

worldly mirage
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Thank you

torn narwhal
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it seems like having rtx remix opened makes it stop

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when i close rtx remix its fixed

hallow leaf
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yeh unless you have like 24gb of vram and run it at the 1k setting theres not enough vram to go around

hallow leaf
dusky shoal
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Anyone manage to put a workflow together with RTX remix ingestion nodes setup that they could share? I tried and am getting all kinds of comfyUI errors using the same remix nodes that worked with PBRfusion3.0..

torn narwhal
dusky shoal
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This is the workflow I was using for PBRfusion 3 that worked with my 4080 (16gb vram) (could have the toolkit open, select a texture and run comfy workflow directly) as I was just using it for height, normal and roughness generation after already upscaling and replacing .dds file via Topaz gigapixel. Anyway to get this kind of setup with pbrfusion 4.0? I'm also confused that it generates a debaked albedo as well as a regular albedo/defuse..

hallow leaf
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FYI the directx_normal toggle on the pbrfusion node is reversed: TRUE VALUE --> off = directx, on = opengl . As of right now by default its giving opengl normals

hallow leaf
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if you set smart upscale caclulator to your res youre inputting (the gigapixel img) then ittl bypass diffuse upscale and do that

main spindle
worldly mirage
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Very carefully

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Heh. It worked

dark veldt
dark veldt
hallow leaf
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its a different format of the normal map what matters is when you ingest into remix you tell it what it is correctly, by default rn the workflows given give you opengl maps, so as long as you tell remix its a opengl map then youre good

dark veldt
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Oh I didnt. I chose directx

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But what will happen then? I didn't notice anything wrong I think

hallow leaf
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then the normal were converted incorrectly, and thats my bad

dark veldt
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So should I import the normals I made yesterday again but as opengl?

hallow leaf
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yes

dark veldt
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I worked on this yesterday but it looks fine to me. Maybe I'm missing something?

hallow leaf
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probs not a huge deal but The geometry is relatively flat and symmetric all your surface detail that should pop out is pushing in, and vice versa, its not super noticable but it is wrong

dark veldt
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Alright well I'll try it out today

worldly mirage
karmic ridge
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looks good!

worldly walrus
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I extracted the files and it says I need the CCSRUpscale model, where does one obtain it and put it at?

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Don't mind it saying its v3 i deleted that and it stil says it for v4

worldly mirage
random carbon
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random tip

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when extracting with 7z, don't drag and drop if you're low on space on your C: drive. instead extract directly to the destination folder

when you drag and drop, it extracts to the temp folder on your C: drive first, then moves it to the destination folder. when you extract directly, it skips the temp folder step

hallow leaf
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‼️
@here please apply this new patch it fixes the normal output bool being wrong, and i realized that the upscaler and albedo subflows had wrong settings, should see better albedo and upscaling, use the new workflows

drag contents of zip next to run_nvidia_gpu and click yes to replace : by default the workflows output directx normals now

worldly mirage
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@here doesn't work, btw

hallow leaf
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@worldly mirage

worldly mirage
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@hallow leaf

worldly mirage
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@hallow leaf target res is 4k from 256

hallow leaf
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read the note above target res node

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workflow does a max of 4x

worldly mirage
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ah

hallow leaf
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can maybe unlock the upscale node, but it was by default locked to 4

worldly mirage
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Guh

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Where's the normal map switch

hallow leaf
worldly mirage
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Basecolor, no shadows, flat lighting, keep color, old and dirty stone tiles large

karmic ridge
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honestly that looks good

candid sky
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Couldn't you add a CLIP interrogator or whatever that tries to describes any given texture

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Idk if that would improve results

worldly mirage
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Better describe it yourself. Many textures could end up looking like nothing when viewed on their own.

dusky shoal
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So am I supposed to use the Albedo instead of the diffuse for the albedo map in remix toolkit? If so, not getting great results as it makes them look so washed out and loses almost all color

dark veldt
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Yeah i feel the same way

dusky shoal
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It does look almost right when loaded into the game though.. just needs a little more color and it would look really good. Any settings I could maybe play around with to adjust this?

random carbon
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so the albedo was "debaked" to remove the baked in shadows and lighting, but it has the unfortunate side effect of shifting the colors

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if you want to test how it could look, you could send me the two files and i'll do a color transfer on them

random carbon
dusky shoal
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oh wow that looks perfect, how did you do that?

dusky shoal
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looks much better, well guess I need to learn chaiNNer now lol, thanks so much!

random carbon
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night should be able to integrate this into the workflow so it's automatic. but i'm not sure if a node like this exists in comfy yet

hallow leaf
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i mean if we color match arent we just matching back the black too?

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guess i could make a tuned one that doesnt transfer near black

random carbon
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all of this baked lighting is still gone

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the colors are just restored

hallow leaf
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hmm it does do better then i thought it would ig i never tried it lol

dusky shoal
dark veldt
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Great work guys! ♥️

dark veldt
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@hallow leaf just wondering, why do you have a single image workflow when you can do a single image with the batch workflow too? is there a reason for that?

dark veldt
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what is the roughness based on? how should it know when something should be reflective and how much?

dark veldt
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no I get that but I was wondering how the tool knows how rough the input texture should be

karmic ridge
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Oh. That is probably best left for NightRaven to explain

worldly mirage
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Roughness. How rough a thing is. The higher the value gets, the rougher the object will look.

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Ah. I spent more than two seconds to think about your question.

dark veldt
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okay

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is that a setting i can change?

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must be somewhere here right

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intensity_blend?

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nah thats not it

worldly mirage
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You can edit it in post with a multiplication function in any editing software.

karmic ridge
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is this about adjusting roughness values from the output results only or before any processing begins?

sinful kiln
# random carbon

@spare compass made a convenient tool for this, not sure if it is public though

worldly mirage
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That guy can actually do things?

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Neat!

spare compass
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just pumped those RAM prices by another $300

worldly mirage
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Incredible (I do the same but with Claude)

dusky shoal
# dark veldt is that a setting i can change?

I had this same question when trying to get PBRfusion 3 to look good. This is what I ended up figuring out (and looks like it should work with PBRfusion 4 as well). Expand the "Image Filter Adjustments" node by clicking the grey circle and adjust the Contrast level to adjust how rough the roughness map will be. It's defaulted to 1.5 which makes most surfaces very matte, which seems to work okay for some wood and maybe stone but looks flat otherwise. If you lower this toward 1, it will make the dark areas of a texture appear more shiny. Now I've found that reversing this can sometimes yield better results (add a Invert Image node to the workflow and connect it between the "Image Filter Adjustment" and "Set_Roughness" nodes; this will now make dark areas matte and lighter areas shiny. So say you want to make a shiny porcelain tile wall or sink, you'd want to set roughness to 1 to 1.25 (1.25 will look practically wet from being so shiny). Hope this helps!

hallow leaf
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there is no "model" doing roughness, that map is basically cheated on, and defaults to prefer more matte (rough) like Jon explained, if you want a less rough texture then you can do what he said above, or edit in post

soft bloom
# dusky shoal I had this same question when trying to get PBRfusion 3 to look good. This is wh...

What works surprisingly well is leveraging a VLM for image classification. Basically just assemble a table of roughness values for materials, have a VLM identify the material in the image, then assign an average roughness from that. If you use something like Gemini API or a model with multi-image support you can feed it two maps, what I normally do for general textures is give it a heightmap and the diffuse and have it assign roughness for the low, middle, and high parts of the texture based on the heightmap. This lets you get good roughness for stuff like a window with a wooden frame usually. I also have it determine heightmap magnitude so that a wooden floor doesn't end up with super deep cracks. I can dig around and see if I can turn my workflow for it into a custom node and then share the prompt I use.

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Alternatively you can sort out textures by material using their names or just visually into different folders or something then use an imagemagick script or python to quickly adjust the roughnesses up or down. Depending on how well the textures are named it's pretty easy to just nab all the stone/wood/dirt textures by name to separate them.

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Also for the color matching there's a bunch of custom nodes for it on comfyui, just search histogram match or color match. If you have the layer blend nodes you can color match it then apply it over the original texture using the color filter to avoide messing with luminosity.

worldly mirage
soft bloom
soft bloom
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Here ya go, I used a different text concatenation node in the VLM subgraph bc I was working on it in my desktop comfyui, but if someone wants to fix it and repost it please do. The highpass numbers are basically just for getting more micro detail and variation into the roughness since going just from height is usually too uniform. All the values in the prompt are based around me making stuff for Morrowind, depending on what you're upscaling you may want to add more numbers to it or change stuff around. I usually add a lot of explanations for acronyms and abbreviations in common filenames for the game in the lower section but removed them for this.

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Set up for gemini API but I'm sure it coulde easily be adapted for any model that takes two image inputs.

hallow leaf
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thanks!

sinful kiln
soft bloom
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Let me know if it doesn't work I've only ever tested it with my existing ComfyUI so it might have issues with requirements or something

undone zenith
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israel

hallow leaf
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nvidia gpu?

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also i left in a flag for 8GB that shouldnt be in there.. --reserve-vram 24 shouldnt be in there

tribal ridge
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I use the 12GB option on mine

edgy cedar
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What's --reserve-vram supposed to do? I've been running these last 2 days on a 3060TI 8GB, and I've had no VRAM issues if I stick to 1k textures

hallow leaf
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Well that's good, I was using it to test lower vram it reserves vram for the os to use and comfy not to, but seems like it breaks through it if above

tough mural
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Might have to try this out. Any benefits to having 32GB of RAM? I know the upscaling step has different ways of reducing VRAM usage but I’d wanna take advantage of the hardware if I can

worldly mirage
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Unless you want to have other apps running. No.

hallow leaf
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@random carbon

undone zenith
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@hallow leaf

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i love you

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so good

sinful kiln
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Seems I get subjectively better shadow removal when flux runs on a 1k input, just for Info

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Vs. a 2k or 4k input

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So I moved the flux node before the upscale node

soft bloom
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I can upload a workflow at some point, not at my PC, but if you're familiar with photo editing frequency separation works well for this. Basically the flux operates at 1024 and then you transfer details from the 2k or 4k image after the basic lighting is turned to albedo. Not perfect but it's pretty good especially for 4k

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There's nodes for it and everything so I can integrate it seamlessly into a workflow when I get the chance, if I haven't posted it in a couple days just ping me and I'll remember

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Alternatively training a lora for sdxl on albedos might help for having it after flux

young heart
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Comfy seems to crash after it gives me the roughness map

meager oracle
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I've been trying this on projects and I am really enjoying the results!. It seems more consistent in upscaling texture from as low as 64x64 and being able to set a target upscale resolution and batch processing a ton of textures feels a lot easier. I also recommend doing what Jon said and putting the invert image node before roughness. This gives you two quick options for roughness: use the generated roughness map, where brighter parts of the diffuse map are more reflective, or use the height map, where darker parts are more reflective.

hallow leaf
tough mural
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Am I correct in assuming the process of PBRFusion will auto import everything into its own layer in the Remix project?

hallow leaf
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No rn it's normal batch loader, working with Nvidia on there next toolkit comfyui integration for a more seamless experience

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Hopefully done soon

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It's way better then the old rest API nodes

tough mural
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So currently there’s no direct way to go from batch processing to ingest to mod layer?

hallow leaf
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Not right now

dusky shoal
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I was able to get PBRfusion 4 to work with rest API with this editted workflow (for single image), though I'm only using it on textures I've already upscaled to 2048x2048 via topaz gigapixel so it's only using the workflow to generate the depth, normal, roughness, and albedo (though still not getting great results on very complex textures with the shadow debaking even with the color match.. seems to remove shadows from part of the image but then add shadows to other parts or sometimes just completely destroys the image) I still get the occasional error 500 from comfy but minimizing the toolkit and comfyui seems to help (pretty sure it's from my 16gb maxing out causing a connection issue as this happened with PBRfusion3 as well)

young heart
dusky shoal
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seems to do an amazing job most of the time but oddly did a worse job with this brick wall compared to PBR3 (first image is pbr3, 2nd is bpr4) maybe the pbr4 one is actually more realistic to what solid brick wall would look like..

meager oracle
tough mural
undone zenith
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@hallow leaf

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howto get a albedo with no lighting

hallow leaf
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@undone zenith

olive rover
sinful kiln
# olive rover 👀

this is the output from the comfyui version using the 2k image, the shadow removal seems to work best with a 1k input though

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same but with the input downscaled to 1k before going through the flux2 klein node (then upscaled to 2k)

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just for easier comparison with original vs downscaled to 1k then shadow removal then upscale again version

worldly mirage
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I wonder if qwen image edit can compare

worldly mirage
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Yeah, no. Maybe it's a prompt thing

warm sky
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by the way, a small suggestion, it'd be nice to have the material only option like in early versions of PBRFusion where it would just generate normal, height, etc... without touching the input image

sour mauve
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can i get some suggestion from you guys

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how can i make the outputted textures look a little less dogshit

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i just downloaded it and i didnt change nothing yet i feel like i fucked it up somehow?

random carbon
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@hallow leaf i am very blatantly advertising pbrfusion in other servers atp lol

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it's amazing

young heart
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idk but even upscaling to 1k on 12gb of vram appears to give me issues

edgy cedar
meager oracle
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Is there a way to batch-process more than 100 files? I was hoping to leave it running on the 3000-ish textures from all of the captures from a game.

meager oracle
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Actually I think i've found the solution:

sour mauve
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@stray folio

meager oracle
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PC crashed after 2 hours lol. I think the batch being 100 by default might be for a reason.

stray folio
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I'm on a 3080 10GB, drivers up to date, VC Redist. installed and can't for the life of me upscale anything even up to 1K. Not sure what's wrong, I simply cannot get this working.

hallow leaf
stray folio
soft bloom
soft bloom
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Has anyone had issues with occasionally heightmaps not tiling at all. I ran a huge batch of things that worked great and then recently tried some textures that had no luck at all.

dusky shoal
# soft bloom Has anyone had issues with occasionally heightmaps not tiling at all. I ran a hu...

I've never been able to get pbrfusion to tiling texture correctly, it seems to be random luck if the heightmap lines up nicely when using POM and not getting odd protrusions between the tiled textures. I'll end up editing troubled textures in paint.net using a seam blending plugin but I don't run textures in batches as I upscale them one at a time in Topaz gigapixel before running through PBRfusion.

hallow leaf
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There is no seamless processing in this

Also someone found there was an extra model zip in the portable install so it is now 12GB smaller

spice bloom
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sorry but curious question i just downloaded this and i cant seem to find the template for pbrfusion where can i find it?

hallow leaf
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json files in the root of the folder you downloaded drag into comfyui browser tab

spice bloom
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ohh i founded it thank you so much Raven ❤️

soft bloom
bleak gale
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How to i get automatically use the input name to the prefix?

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and how to get texture to be metallic look.

hallow leaf
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metallic youll have to set that in toolkit to 1

bleak gale
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but only 1 image file (with pbr tags) did but no other file that have processed earlier)

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seems to be deleted itself.

bleak gale
hallow leaf
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in the remix toolkit when you are editing textures

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they should all go in output folder

bleak gale
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yeah but folder has 12 texture, batch outputs with process did the all textures but only 1 texture has been done with pbr.

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or i'm using it wrong

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seems not processing the next texture automatically.

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but doing ctrl shift enter seems doing fine

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and it's stopped after 2 or 3 textures

hallow leaf
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just need to change number next to que button to 12 and hit run

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make sure index is back to 0

bleak gale
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where at?

hallow leaf
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see the blue button on the screen somewhere?

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says run or que

bleak gale
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there's no run button

hallow leaf
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hmm

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try hitting f?

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or hit f11 and make sure its not hidden behind taskbar

bleak gale
hallow leaf
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also press x on the bottom right there red x

bleak gale
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yep

bleak gale
hallow leaf
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correct

bleak gale
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Why can't just generate via pbrfusion with config. Matte/Shiny metallic or with slider

bleak gale
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either use the Adobe 3D Sampler to change the Roughness and Metallic.

hallow leaf
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Open powershell and run these two commands

cd C:\Users\DarkBeast2024\Documents\ComfyUI
.\python_embeded\python.exe -m pip install -r .\ComfyUI\custom_nodes\COMFYUI-PBRFusion4\requirements.txt
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@limpid cloak

limpid cloak
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copied the "cv2" folder from my main python install, thank you 🙂

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seems to work now

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😄

glass spruce
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Can it generate an AO map?

tough mural
glass spruce
tough mural
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For UE5 you’re best off using free PBR textures online. There’s tons of em out there

glass spruce
tough mural
glass spruce
tough mural
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Insert your height map, plug it into a Height to Ambient Occlusion node. You’re done

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InstaMAT is free

glass spruce
tough mural
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Correct. It would be a separate process

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Use comfyui and generate all your textures. InstaMAT would be used after that

glass spruce
tough mural
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I don’t think so

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It’s meant to be a minimal setup process. Sampler afaik doesn’t do batches so if you’re doing one texture at a time that’s much more viable

hallow leaf
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V1.0.3 Update thanks to @limpid cloak for bringing to my attention, the huggingface space had better normal outputs then the comfy pack, this has been fixed, updating main file, or can drag this into root next to run_nvidia_gpu.bat to patch