(Pro)Workflows – 3D Generation
Generate 3D models with material textures.
Input Image – generate image
- Prompt
- Prompt
Enter descriptive text for the image you want to generate.
- Negative Prompt
Specify elements you want to avoid in the generated image.
- Prompt
- Settings
- Sampling Steps
Define the number of steps for refining the image. Higher values result in better quality but increase generation time. - CFG Scale
Adjust the strength of the prompt’s influence.
- Sampling Steps
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Input Image – local Image
- Select your image path.
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Input Image – render Image
- Select a mesh object.
- Click “Render Image“.
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(Optional) Repaint Image
- Enable the repaint image option.
- Select the image you prefer from Step 1.
- Configure Prompts and Settings for Repaint Image
- Prompt
- Prompt
Enter descriptive text for the image you want to generate.
- Negative Prompt
Specify elements you want to avoid in the generated image.
- Prompt
- Settings
- Sampling Steps
Define the number of steps for refining the image. Higher values result in better quality but increase generation time. - CFG Scale
Adjust the strength of the prompt’s influence.
- Sampling Steps
- Prompt
- Click “Repaint Image” button.
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Generate Mesh
- choose your preferred image from Step1(or Step1.1 if Step1.1 is enabled).
- Click “Generate Mesh” button to begin the mesh generation process.
- Upscale & Enhance Image Detail
Click the “Upscale & Enhance Image Details” button to upscale the texture to 4k resolution.
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Tips: If you want to sculpt the model, it is recommended to merge the vertices first.
- Select the model
- Enter edit mode
- Select all vertices
- Right click ->Merge Vertices->by Distance
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(Pro)Workflows – PBR Material
Generate PBR materials efficiently.
Generate Albedo
- Resolution: Choose the image resolution.
- Prompt
- Positive Prompt
Enter descriptive text for the image you want to generate.
- Negative Prompt
Specify elements you want to avoid in the generated image.
- Positive Prompt
- Settings
- Sampling Steps:
Define the number of steps for refining the image. Higher values result in better quality but increase generation time. - CFG Scale:
Adjust the strength of the prompt’s influence.
- Sampling Steps:
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- (optional) Use ControlNet
- Enable “Use ControlNet” and input the path to the ControlNet reference image. This image is in color.
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- Click “Generate Albedo” button and choose your preferred albedo map.
Anti – tile
- Select the path to the image file.
- Click “Generate Anti-tile” button.
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Generate Material
- Select the path to the image file.
- Click “Create Texture“.
- You can click the Download button to save the current image for adjustments.
- After making your changes, click the Upload button to upload the modified image.
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- Click “Create Material“.
- Choose how to apply the material by displaying it on a plane, sphere, or cube.
- Enter material name.
Shader Edit
- Open the Shader Editor and adjust the following parameters.
- Adjustments
- Roughness:
Controls the smoothness and reflectivity of the material’s surface.- Scale: Default value 1.0
- Offset: Default value 0.0
- Randomness: Default value 0.0
- Normal:
Defines surface details like bumps and reflection direction through normal maps.- Strength: Default value 1.0
- Scale X: Default value 1.0
- Scale Y: Default value 1.0
- Scale Z: Default value 1.0
- Displacement:
Used to change the geometry of the model surface and add a realistic height difference effect.- Midlevel: Default value 0.5
- Scale: Default value 0.03
- Flip: Default value 0.0
- Roughness:
Material Preview
- Add Material
- Preview Render Type
- Adjust the size of the preview area by dragging the Preview Scale slider at the top of the preview window.
- Select the preview render type on the right side of the preview area.
- Click “Save to Lib” to save the material to the LH asset library.
- Preview Render Type
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- Delete Material
- Click “Delete from Lib” button. In the pop-up window, select the name of the asset you want to delete and confirm by clicking “OK”.
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(Pro)Workflows – Depth
Image Path
- Select the image path, and your image will be displayed below.
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Generate – Full Image
- (Optional) Remove Background: Automatically remove background.
- (Optional) Use Previous Depth: Select a saved depth map generate shapes quickly.
- Click on “Generate” to start the process.The resulting depth image will be displayed in the preview area on the right.
- Switch to Material Preview Mode to view the recognition results.
- Click the “Save Depth” button to save the depth image for future use.
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Generate – Main Object
- Choose the method for generating the final model: Separate or Blend
- Settings:
- Resolution: Drag the slider to adjust the resolution—the higher the value, the more points are generated, with a range of 0-10.
- Strength: Drag the slider to adjust the depth ratio— a higher value results in a more pronounced depth effect, with a range of 0-10.
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- Click on “Generate” to start the process. The resulting depth image will be displayed in the preview area on the right.
- Switch to Material Preview Mode to view the recognition results.
- Click the “Save Depth” button to save the depth image for future use.
Tune – Main Object
- Smooth:
- Drag the slider to adjust the smoothness of the model’s edges.
- Scale:
- Adjust the scaling factors for the X, Y, and Z directions individually.
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Tune – Full Image
- Mapping: Select the mapping type, which includes
- Extend
- Clip
- Clip Cube
- Repeat
- Checker
- Scale:
- Adjust the scaling factors for the X, Y, and Z directions individually.
- Subdivision Levels:
Set the number of subdivision levels for finer mesh details. - Subdivision Render:
Define the subdivision level specifically for rendering. - Strength:
Adjust the depth strength; higher values result in a more pronounced depth effect. - Smooth:
Use the slider to adjust the smoothness of the edges. - Contrast:
Adjust the contrast of the generated model. - Saturation:
Adjust the saturation of colors in the texture, higher values result in more vibrant and intense colors. - Interpolation:
Set the interpolation size for the depth map to smooth out changes.
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