Workflows – 3D Generation Panel
The 3D Generation Panel is used to create Image and provides MorndayUI settings for generating and saving images.
Function
- 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.
- Positive Prompt:
- Generate Image:
Produce four images that match the prompts.- Click “Generate Image” button to produce four different images for you to choose from.
- Local Image Path:
Select an image file from your local storage. - Render Image
- Select a mesh object.
- Click “Render Image” button to create a front view of the selected mesh.
- 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.
- Generate Mesh:
Creates a 3D model that resembles the image you have selected.- Click “Generate Mesh“
- 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.
Function
- 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.
- Resolutin: Image Resolution Options
- Image Path: Select an image file from your local storage.
- Generate Anti-tile
- Click “Generate Anti-tile” button to create four images with different random variations added to the original image.
- Generate Texture
- Click “Generate Texture” button to generate the normal, displacement, and roughness maps.
- 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.
- 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.
- Preview Scale:
- 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.
- 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.
- 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.
- Roughness
Workflows – Depth Panel
The Depth Panel is utilized depth algorithms to detect content within an image and convert it into realistic 3D shape.
Function
- Image Path: Select an image file from your local storage.
- 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.
- Separate:
- 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.
- Resolution:
- Result Mode
- 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.
- Remove Background:
- 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.
- Smooth:
- 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.
- Mapping