Add stable diffusion to OpenBrush, (for texturing or otherwise)
Something perhaps like in Photoshop or the Gimp stable diffusion plugin?
6 Replies
I've been quite unimpressed by the examples I've seen of using AI for textures. It's always looked like novelty wrapping paper rather than a good example of texturing.
Do you have any convincing examples to share?
It would be even trickier to use it for brush textures as the need to be laid out in fairly specific ways to be useful for brush strokes.
What might be a better way to support this would be general support for copy/paste from other applications. It's better to have specialized apps that do one thing well and make it easy to move content between them, than it is to build every conceivable feature into each app.
Another way to support this might be via plugin scripts: https://docs.openbrush.app/alternate-and-experimental-builds/runtime-scripting
If we had support for making http requests then you could write a script to grab textures from the API and add them to your scene. I've been pondering this for other purposes. The only tricky part is handling the async side of web requests without making the plugin scripting overly complex.
@mikesky and @captainxap - be interested in your thoughts on this?
Now the Quest has better support for multitasking, maybe we just need to support loading images from the Downloads folder. Then you can just use the system browser to run any AI stuff you want.
Not sure how upcoming changes to Android file access affect this. 🤔
Not sure how upcoming changes to Android file access affect this. 🤔Bleh. don't remind me 😆 Yeah I think something like this most suitable for a plugin copy paste is obviously great by itself, and I agree it's better to have good interop between apps rather than one do-it-all app
Oddly enough I had a stab at copy/paste yesterday. Works on Windows but the Android code path didn't work.
They'd be useful in custom brushes. I've played around just a bit with modifying tubes and triplanars to scale and handle texture data better. Maybe something to look at when we get back around to focusing on custom brushes. Problem is that you need fairly large images to get good detail, which adds a lot of bulk pretty quickly since we've got to store them. Really a lot to discuss there, but something that should probably wait until we have settled on whatever we're going to do with shaders and materials handling longer term