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WorkFlows

Workflows – 3D Generation Panel

The 3D Generation Panel is used to create Image and provides MorndayUI settings for generating and saving images.

Generate Image
Local Image
Render Image

Function

  1. Parameters
    • Positive Prompt:
      Enter descriptive text to guide the image generation. You can enter multiple words, separated by commas.
    • Negative Prompt:
      Specify elements to exclude from the image. Multiple prompts can be entered, separated by commas.
    • Sampling Step:
      Define the number of steps for refining the image. Higher values result in better quality but increase generation time.
    • CFG Scale:
      Adjust the correlation between the generated image and the prompt.
  1. Generate Image:
    Produce four images that match the prompts.
    • Click “Generate Image” button to produce four different images for you to choose from.
  1. Local Image Path:
    Select an image file from your local storage.
  2. Render Image
    • Select a mesh object.
    • Click “Render Image” button to create a front view of the selected mesh.
  1. Repaint Image:
    Create four new images that are similar to the selected one and match the prompts.
    • Select an image from Step 1.
    • Click “Generate Image” button to produce four different images for you to choose from.
  1. Generate Mesh:
    Creates a 3D model that resembles the image you have selected.
    • Click “Generate Mesh
  1. Upscale & Enhance Image Details:
    Increase the resolution of the generated 3D mesh texture.
    • Click “Upscale & Enhance Image Details

This feature allows you to enhance the texture quality by upscaling the resolution from 512 x 512 to 2048 x 2048

Workflows – PBR Material Panel

The PBR Material Panel is used to create materials and provides MorndayUI settings for generating and saving images that can be used as materials.

Generate Albedo
Anti-tile
Generate Material
Material Preview
Material Preview
Shader Editor

Function

  1. Generate Albedo
    • Resolutin: Image Resolution Options
      • 1K (1024×1024)
      • 2K (2048×2048)
      • 3K (4096×4096)
      • 4K (8192×8192)
    • Positive Prompt:
      Enter descriptive text to guide the image generation. You can enter multiple words, separated by commas.
    • Negative Prompt:
      Specify elements to exclude from the image. Multiple prompts can be entered, separated by commas.
    • Sampling Step:
      Define the number of steps for refining the image. Higher values result in better quality but increase generation time.
    • CFG Scale:
      Adjust the correlation between the generated image and the prompt.
    • Use ControlNet:
      Utilize ControlNet as a reference image for generation.
      • Check the “Use ControlNet” option and input the image path.
    • Click “Generate Seamless” button to produce four different albedo maps for you to choose from.
  1. Image Path: Select an image file from your local storage.
  2. Generate Anti-tile
    • Click “Generate Anti-tile” button to create four images with different random variations added to the original image.
  1. Generate Texture
    • Click “Generate Texture” button to generate the normal, displacement, and roughness maps.
  1. Create Material
    • Select how the material will appear on objects (plane, sphere, or cube).
    • Enter material name.
    • Click “Create Material” to apply the image and create a material in Blender.
  1. Material Preview
    • Preview Scale:
      Adjust the preview area size by dragging the Preview Scale slider located at the top of the preview box to suit your preference.
    • Preview Render Type:
      Select the desired render type on the right side of the preview area.
  1. Save to Lib
    • Click “Save to Lib” .
    • Fill in the relevant information in the Save Material window.
      • Name
      • Tags
      • Description
      • Author
      • License
      • Copyright
    • Click OK to save the material to the material library.
  1. Delete from Lib
    • Click the “Delete from Lib” button.
    • In the pop-up window, select the name of the asset to delete.
    • Click “OK” to confirm and remove the material.
  1. Shader Editor
    • Roughness
      • Scale: Adjusts the overall scale of roughness. Higher values make the surface rougher.
      • Offset: Modifies the base roughness value.
      • Randomness: Add randomness, making it appear more natural and irregular
    • Normal
      • Strength: Controls the intensity of the normal map. Higher values create more pronounced bumps, while lower values result in a smoother effect.
      • Scale X: Adjusts the scaling of the normal map along the X-axis.
      • Scale Y: Adjusts the scaling of the normal map along the Y-axis.
      • Scale Z: Adjusts the scaling of the normal map along the Z-axis.
    • Displacement
      • Midlevel: Sets the baseline height for displacement (typically 0.5). Lower values shift displacement downward, while higher values shift it upward.
      • Scale: Controls the overall intensity of displacement, determining the depth and prominence of surface details.
      • Flip: Inverts the displacement direction.

Workflows – Depth Panel

The Depth Panel is utilized depth algorithms to detect content within an image and convert it into realistic 3D shape.

Main Object Generation Panel
Full Image Generation Panel
Full Image Tune Panel
Main Object Tune Panel

Function

  1. Image Path: Select an image file from your local storage.
  2. Main Object Generation
    • Result Mode
      • Separate:
        The algorithm separates the main elements based on the recognized content.
      • Blend:
        Outputs the entire graphic as a single object, informed by the algorithm’s recognition of the content.
    • Settings
      • Resolution:
        Set the resolution for generating points— higher values result in more vertices.
      • Strength:
        Adjust the depth ratio; higher values create a more pronounced depth effect.
      • Auto Refine:
        Automatically optimizes the vertices.
  1. Full Image Generation
    • Remove Background:
      When enabled, the background of the image will be automatically removed during the generation process.
    • Use Prebious Depth:
      When enabled, you can directly use the previously generated depth map or select a saved depth map from before, allowing for quick regeneration of the model.
  1. Main Object Tune
    • Smooth:
      Adjusts the smoothness of the mesh edges, allowing for a more polished appearance.
    • Scale:
      Modify the scaling factors along the X, Y, and Z axes to achieve the desired dimensions of the main object.
  1. Full Image Tune
    • Mapping
      Choose the mapping type to define how the depth information is applied
      • Extend : Expands the texture mapping beyond the original boundaries
      • Clip: Trims the texture mapping to fit within the defined limits
      • Clip Cube : Maps the texture within a cubic boundary, limiting the depth to the cube’s dimensions.
      • Repeat : Repeats the texture mapping across the surface of the mesh.
      • Checker : Applies a checkerboard pattern to the mapping for visual contrast.
    • Scale:
      Adjust the scaling factors for the entire image; modifies the size of the generated depth map.
    • Subdivision Levels:
      Set the number of subdivision levels for finer mesh details.
    • Subdivision Render:
      Define the subdivision level specifically for rendering.
    • Strength:
      Controls the depth strength; higher values result in a more pronounced depth effect in the final output.
    • Smooth:
      Applies smoothing to the generated mesh, reducing sharp edges.
    • Contrast:
      Adjusts the contrast of the output, enhancing the visual distinction between light and dark areas.
    • Interpolation:
      Sets the interpolation size for the depth map to smooth out transitions.
    • Saturation:
      Adjusts the color saturation of the texture; higher values result in more vibrant and saturated colors.

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