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Commit ·
42ec1b6
1
Parent(s): 89f403e
fix: ZeroGPU spaces decorator + force rebuild
Browse files- .gitattributes +4 -35
- app.py +159 -155
- requirements.txt +1 -0
.gitattributes
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app.py
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@@ -1,24 +1,33 @@
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import gradio as gr
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import numpy as np
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from PIL import Image
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import cv2
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import torch
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from diffusers import StableDiffusionPipeline, DPMSolverMultistepScheduler
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import zipfile
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import io
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import tempfile
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import spaces # Required for HF ZeroGPU
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pipe = None
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def load_model():
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global pipe
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if pipe is None:
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print("Loading
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pipe = StableDiffusionPipeline.from_pretrained(
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"runwayml/stable-diffusion-v1-5",
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torch_dtype=torch.float16,
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pipe.scheduler = DPMSolverMultistepScheduler.from_config(pipe.scheduler.config)
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pipe = pipe.to("cuda")
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pipe.enable_attention_slicing()
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print("
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return pipe
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# ─── PBR Map Generation (CPU
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def make_seamless(img: Image.Image) -> Image.Image:
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arr = np.array(img)
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h, w = arr.shape[:2]
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result = arr.copy()
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for x in range(
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result[:, x] = (arr[:, x] *
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for y in range(
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result[y, :] = (result[y, :] *
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return Image.fromarray(result)
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def
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gray = cv2.GaussianBlur(np.array(
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dy = cv2.Sobel(gray, cv2.CV_32F, 0, 1, ksize=3) * strength
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dz = np.ones_like(dx)
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((-dx
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((-dy
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((dz
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], axis=-1)
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gray = np.array(albedo.convert("L")).astype(np.float32) / 255.0
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ao = (gray / (cv2.GaussianBlur(gray, (31, 31), 0) + 0.01)).clip(0, 1)
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ao = cv2.normalize(ao, None, 0, 255, cv2.NORM_MINMAX).astype(np.uint8)
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return Image.fromarray((ao.astype(np.float32) * 0.85 + 20).clip(0, 255).astype(np.uint8), mode="L")
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def
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clahe = cv2.createCLAHE(clipLimit=2.0, tileGridSize=(8,
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return Image.fromarray(clahe.apply(
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def
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if seamless:
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albedo = make_seamless(albedo)
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return albedo,
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generate_metallic_map(albedo), generate_ao_map(albedo), generate_height_map(albedo)
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def
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tmp = tempfile.NamedTemporaryFile(suffix=".zip", delete=False)
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with zipfile.ZipFile(tmp.name, "w", zipfile.ZIP_DEFLATED) as zf:
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for name, img in maps.items():
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zf.writestr(f"{name}.png", buf.getvalue())
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return tmp.name
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# ───
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@spaces.GPU(duration=120)
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def
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"None": "", "Stone / Rock": "stone texture, rocky surface, seamless",
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"Wood": "wood grain texture, natural planks, seamless",
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"Metal": "brushed metal surface, industrial, seamless",
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"Fabric / Cloth": "woven fabric texture, textile, seamless",
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"Concrete": "concrete cement surface, urban, seamless",
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"Brick": "brick wall texture, masonry, seamless",
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"Ground / Dirt": "dirt soil ground texture, natural, seamless",
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"Sci-Fi / Tech": "sci-fi futuristic panel texture, seamless",
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}
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full_prompt = f"{prompt}, {style_map.get(style_preset,'')}, seamless texture, top-down, PBR material, flat lighting, photorealistic".strip(", ")
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neg = f"{negative_prompt}, shadows, 3d render, person, face, vignette"
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model = load_model()
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albedo = model(
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prompt=full_prompt, negative_prompt=neg,
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width=int(resolution), height=int(resolution),
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num_inference_steps=int(steps), guidance_scale=guidance,
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generator=generator,
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).images[0]
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if uploaded_img is None:
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raise gr.Error("Please upload an image first.")
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a, n, r, m, ao, h = build_pbr_maps(uploaded_img, seamless)
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zip_path = pack_zip({"T_Albedo": a, "T_Normal": n, "T_Roughness": r, "T_Metallic": m, "T_AO": ao, "T_Height": h})
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return a, n, r, m, ao, h, zip_path
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# ───
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css = """
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@import url('https://fonts.googleapis.com/css2?family=Space+Mono:wght@400;700&family=Syne:wght@400;700;800&display=swap');
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:root
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body,
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h1,h2,h3
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code
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.gr-button-primary
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label
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"""
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with gr.Blocks(css=css, theme=gr.themes.Base(), title="TextureForge
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gr.HTML("""
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<div style="text-align:center;padding:2rem 0 1rem
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</div>
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""")
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with gr.Tabs():
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with gr.Tab("Text to Texture"):
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with gr.Row():
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with gr.Column(scale=1):
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with gr.Row():
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with gr.Row():
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with gr.Column(scale=2):
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with gr.Row():
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with gr.Row():
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inputs=[
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outputs=[
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with gr.Tab("Image to PBR Maps"):
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with gr.Row():
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with gr.Column(scale=1):
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gr.HTML("""<div style="margin-top:1rem;padding:1rem;background:#0d0d14;border:1px solid #2a2a3a;border-radius:8px
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<span style="color:#f7a26a
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<span style="color:#7c6af7
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with gr.Column(scale=2):
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with gr.Row():
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with gr.Row():
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outputs=[
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with gr.Tab("Unity3D Setup Guide"):
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gr.HTML("""
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<div style="max-width:780px;margin:0 auto;padding:1.5rem;font-family:'Space Mono',monospace;font-size:
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</div>""")
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gr.HTML("""<div style="text-align:center;padding:1.5rem;color:#3a3a5a;font-family:'Space Mono',monospace;font-size:
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demo.launch()
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import sys
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print("=== TextureForge: Python started ===", flush=True)
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print(f"Python version: {sys.version}", flush=True)
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import gradio as gr
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print(f"Gradio version: {gr.__version__}", flush=True)
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import numpy as np
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from PIL import Image
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import cv2
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import torch
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import zipfile
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import io
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import tempfile
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print("Core imports OK", flush=True)
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import spaces
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print("spaces import OK", flush=True)
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from diffusers import StableDiffusionPipeline, DPMSolverMultistepScheduler
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print("diffusers import OK", flush=True)
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# ─── Model (lazy, loaded only inside @spaces.GPU context) ────────────────────
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pipe = None
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def load_model():
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global pipe
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if pipe is None:
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print("Loading SD model...", flush=True)
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pipe = StableDiffusionPipeline.from_pretrained(
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"runwayml/stable-diffusion-v1-5",
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torch_dtype=torch.float16,
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pipe.scheduler = DPMSolverMultistepScheduler.from_config(pipe.scheduler.config)
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pipe = pipe.to("cuda")
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pipe.enable_attention_slicing()
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print("SD model loaded.", flush=True)
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return pipe
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# ─── PBR Map Generation (pure CPU / OpenCV) ──────────────────────────────────
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def make_seamless(img: Image.Image) -> Image.Image:
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arr = np.array(img)
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h, w = arr.shape[:2]
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result = arr.copy()
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blend = min(h, w) // 4
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for x in range(blend):
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a = x / blend
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result[:, x] = (arr[:, x] * a + arr[:, w - blend + x] * (1 - a)).astype(np.uint8)
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for y in range(blend):
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a = y / blend
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result[y, :] = (result[y, :] * a + result[h - blend + y, :] * (1 - a)).astype(np.uint8)
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return Image.fromarray(result)
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def gen_normal(img: Image.Image) -> Image.Image:
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gray = cv2.GaussianBlur(np.array(img.convert("L")).astype(np.float32) / 255.0, (3, 3), 0)
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dx = cv2.Sobel(gray, cv2.CV_32F, 1, 0, ksize=3) * 4.0
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dy = cv2.Sobel(gray, cv2.CV_32F, 0, 1, ksize=3) * 4.0
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dz = np.ones_like(dx)
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L = np.sqrt(dx**2 + dy**2 + dz**2)
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return Image.fromarray(np.stack([
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((-dx/L + 1)/2*255).astype(np.uint8),
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((-dy/L + 1)/2*255).astype(np.uint8),
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((dz/L)*255).astype(np.uint8),
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], axis=-1), mode="RGB")
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def gen_roughness(img: Image.Image) -> Image.Image:
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g = np.array(img.convert("L")).astype(np.float32) / 255.0
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r = (np.abs(g - cv2.GaussianBlur(g, (5,5), 0)) * 8).clip(0.2, 1.0)
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return Image.fromarray((r * 255).astype(np.uint8), mode="L")
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def gen_metallic(img: Image.Image) -> Image.Image:
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hsv = cv2.cvtColor(np.array(img).astype(np.float32) / 255.0, cv2.COLOR_RGB2HSV)
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m = (hsv[:,:,2] * (1.0 - hsv[:,:,1]) * 0.6).clip(0, 1)
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return Image.fromarray((m * 255).astype(np.uint8), mode="L")
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def gen_ao(img: Image.Image) -> Image.Image:
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g = np.array(img.convert("L")).astype(np.float32) / 255.0
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ao = (g / (cv2.GaussianBlur(g, (31,31), 0) + 0.01)).clip(0, 1)
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ao = cv2.normalize(ao, None, 0, 255, cv2.NORM_MINMAX).astype(np.uint8)
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return Image.fromarray((ao.astype(np.float32) * 0.85 + 20).clip(0, 255).astype(np.uint8), mode="L")
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def gen_height(img: Image.Image) -> Image.Image:
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g = cv2.GaussianBlur(np.array(img.convert("L")), (3,3), 0)
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clahe = cv2.createCLAHE(clipLimit=2.0, tileGridSize=(8,8))
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return Image.fromarray(clahe.apply(g), mode="L")
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def all_maps(albedo: Image.Image, seamless: bool):
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if seamless:
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albedo = make_seamless(albedo)
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return albedo, gen_normal(albedo), gen_roughness(albedo), gen_metallic(albedo), gen_ao(albedo), gen_height(albedo)
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|
|
| 94 |
|
| 95 |
+
def to_zip(maps: dict) -> str:
|
| 96 |
tmp = tempfile.NamedTemporaryFile(suffix=".zip", delete=False)
|
| 97 |
with zipfile.ZipFile(tmp.name, "w", zipfile.ZIP_DEFLATED) as zf:
|
| 98 |
for name, img in maps.items():
|
|
|
|
| 101 |
zf.writestr(f"{name}.png", buf.getvalue())
|
| 102 |
return tmp.name
|
| 103 |
|
| 104 |
+
# ─── Gradio Functions ─────────────────────────────────────────────────────────
|
| 105 |
+
|
| 106 |
+
STYLE_MAP = {
|
| 107 |
+
"None": "",
|
| 108 |
+
"Stone / Rock": "stone texture, rocky surface, seamless",
|
| 109 |
+
"Wood": "wood grain texture, natural planks, seamless",
|
| 110 |
+
"Metal": "brushed metal surface, industrial, seamless",
|
| 111 |
+
"Fabric / Cloth": "woven fabric texture, textile, seamless",
|
| 112 |
+
"Concrete": "concrete cement surface, seamless",
|
| 113 |
+
"Brick": "brick wall, masonry, seamless",
|
| 114 |
+
"Ground / Dirt": "dirt soil ground, natural, seamless",
|
| 115 |
+
"Sci-Fi / Tech": "sci-fi futuristic panel texture, seamless",
|
| 116 |
+
}
|
| 117 |
|
| 118 |
@spaces.GPU(duration=120)
|
| 119 |
+
def from_prompt(prompt, negative_prompt, style_preset, resolution, steps, guidance, seamless, seed):
|
| 120 |
+
full_prompt = f"{prompt}, {STYLE_MAP.get(style_preset,'')}, seamless texture, top-down, PBR, flat lighting, photorealistic".strip(", ")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 121 |
neg = f"{negative_prompt}, shadows, 3d render, person, face, vignette"
|
| 122 |
+
gen = torch.Generator(device="cuda").manual_seed(int(seed)) if seed >= 0 else None
|
| 123 |
+
albedo = load_model()(
|
|
|
|
|
|
|
| 124 |
prompt=full_prompt, negative_prompt=neg,
|
| 125 |
width=int(resolution), height=int(resolution),
|
| 126 |
+
num_inference_steps=int(steps), guidance_scale=guidance, generator=gen,
|
|
|
|
| 127 |
).images[0]
|
| 128 |
+
a, n, r, m, ao, h = all_maps(albedo, seamless)
|
| 129 |
+
return a, n, r, m, ao, h, to_zip({"T_Albedo":a,"T_Normal":n,"T_Roughness":r,"T_Metallic":m,"T_AO":ao,"T_Height":h})
|
| 130 |
|
| 131 |
+
def from_image(img, seamless):
|
| 132 |
+
if img is None:
|
| 133 |
+
raise gr.Error("Please upload an image.")
|
| 134 |
+
a, n, r, m, ao, h = all_maps(img, seamless)
|
| 135 |
+
return a, n, r, m, ao, h, to_zip({"T_Albedo":a,"T_Normal":n,"T_Roughness":r,"T_Metallic":m,"T_AO":ao,"T_Height":h})
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 136 |
|
| 137 |
+
# ─── UI ───────────────────────────────────────────────────────────────────────
|
| 138 |
|
| 139 |
+
STYLES = list(STYLE_MAP.keys())
|
| 140 |
+
RES = [256, 512, 768, 1024]
|
| 141 |
|
| 142 |
css = """
|
| 143 |
@import url('https://fonts.googleapis.com/css2?family=Space+Mono:wght@400;700&family=Syne:wght@400;700;800&display=swap');
|
| 144 |
+
:root{--bg:#0a0a0f;--surface:#12121a;--border:#2a2a3a;--accent:#7c6af7;--text:#e8e8f0;--muted:#6a6a8a}
|
| 145 |
+
body,.gradio-container{background:var(--bg)!important;font-family:'Syne',sans-serif!important;color:var(--text)!important}
|
| 146 |
+
h1,h2,h3{font-family:'Syne',sans-serif!important}
|
| 147 |
+
code{font-family:'Space Mono',monospace!important}
|
| 148 |
+
.gr-button-primary{background:linear-gradient(135deg,var(--accent),#a56bf7)!important;border:none!important;font-family:'Syne',sans-serif!important;font-weight:700!important;border-radius:8px!important}
|
| 149 |
+
label{color:var(--muted)!important;font-size:.8rem!important;letter-spacing:.08em!important;text-transform:uppercase!important}
|
| 150 |
"""
|
| 151 |
|
| 152 |
+
with gr.Blocks(css=css, theme=gr.themes.Base(), title="TextureForge") as demo:
|
|
|
|
| 153 |
gr.HTML("""
|
| 154 |
+
<div style="text-align:center;padding:2rem 0 1rem">
|
| 155 |
+
<p style="font-size:.75rem;letter-spacing:.3em;color:#7c6af7;text-transform:uppercase;margin-bottom:.5rem">PBR MATERIAL SYSTEM</p>
|
| 156 |
+
<h1 style="font-size:3rem;font-weight:800;margin:0;background:linear-gradient(135deg,#e8e8f0,#7c6af7);-webkit-background-clip:text;-webkit-text-fill-color:transparent">TextureForge</h1>
|
| 157 |
+
<p style="color:#6a6a8a;font-family:'Space Mono',monospace;font-size:.8rem;margin-top:.5rem">Generate full PBR map sets · Ready for Unity3D</p>
|
| 158 |
+
</div>""")
|
|
|
|
| 159 |
|
| 160 |
with gr.Tabs():
|
| 161 |
+
# Tab 1
|
| 162 |
with gr.Tab("Text to Texture"):
|
| 163 |
with gr.Row():
|
| 164 |
with gr.Column(scale=1):
|
| 165 |
+
t_prompt = gr.Textbox(label="Texture Description", placeholder="weathered oak floorboards with knots...", lines=3)
|
| 166 |
+
t_neg = gr.Textbox(label="Negative Prompt", value="blurry, low quality, watermark, 3d render", lines=2)
|
| 167 |
+
t_style = gr.Dropdown(label="Style Preset", choices=STYLES, value="None")
|
| 168 |
with gr.Row():
|
| 169 |
+
t_res = gr.Dropdown(label="Resolution", choices=RES, value=512)
|
| 170 |
+
t_steps = gr.Slider(label="Steps", minimum=15, maximum=50, step=1, value=25)
|
| 171 |
with gr.Row():
|
| 172 |
+
t_guid = gr.Slider(label="Guidance Scale", minimum=3.0, maximum=15.0, step=0.5, value=7.5)
|
| 173 |
+
t_seed = gr.Number(label="Seed (-1=random)", value=-1)
|
| 174 |
+
t_seam = gr.Checkbox(label="Make Seamless / Tileable", value=True)
|
| 175 |
+
t_btn = gr.Button("Generate PBR Maps", variant="primary", size="lg")
|
| 176 |
with gr.Column(scale=2):
|
| 177 |
with gr.Row():
|
| 178 |
+
o_alb = gr.Image(label="Albedo · T_Albedo", type="pil")
|
| 179 |
+
o_nrm = gr.Image(label="Normal · T_Normal", type="pil")
|
| 180 |
+
o_rgh = gr.Image(label="Roughness · T_Roughness", type="pil")
|
| 181 |
with gr.Row():
|
| 182 |
+
o_met = gr.Image(label="Metallic · T_Metallic", type="pil")
|
| 183 |
+
o_ao = gr.Image(label="AO · T_AO", type="pil")
|
| 184 |
+
o_hgt = gr.Image(label="Height · T_Height", type="pil")
|
| 185 |
+
o_zip = gr.File(label="Download All Maps (ZIP)", file_types=[".zip"])
|
| 186 |
+
t_btn.click(fn=from_prompt,
|
| 187 |
+
inputs=[t_prompt,t_neg,t_style,t_res,t_steps,t_guid,t_seam,t_seed],
|
| 188 |
+
outputs=[o_alb,o_nrm,o_rgh,o_met,o_ao,o_hgt,o_zip])
|
| 189 |
+
|
| 190 |
+
# Tab 2
|
| 191 |
with gr.Tab("Image to PBR Maps"):
|
| 192 |
with gr.Row():
|
| 193 |
with gr.Column(scale=1):
|
| 194 |
+
i_img = gr.Image(label="Upload Base Texture", type="pil")
|
| 195 |
+
i_seam = gr.Checkbox(label="Make Seamless / Tileable", value=True)
|
| 196 |
+
i_btn = gr.Button("Extract PBR Maps", variant="primary", size="lg")
|
| 197 |
+
gr.HTML("""<div style="margin-top:1rem;padding:1rem;background:#0d0d14;border:1px solid #2a2a3a;border-radius:8px">
|
| 198 |
+
<p style="color:#6a6a8a;font-family:'Space Mono',monospace;font-size:.7rem;line-height:1.7;margin:0">
|
| 199 |
+
<span style="color:#f7a26a">TIP:</span> Upload any real surface photo — works best flat-lit and top-down.<br><br>
|
| 200 |
+
<span style="color:#7c6af7">Unity files:</span> T_Albedo · T_Normal · T_Roughness · T_Metallic · T_AO · T_Height
|
| 201 |
+
</p></div>""")
|
| 202 |
with gr.Column(scale=2):
|
| 203 |
with gr.Row():
|
| 204 |
+
i_alb = gr.Image(label="Albedo · T_Albedo", type="pil")
|
| 205 |
+
i_nrm = gr.Image(label="Normal · T_Normal", type="pil")
|
| 206 |
+
i_rgh = gr.Image(label="Roughness · T_Roughness", type="pil")
|
| 207 |
with gr.Row():
|
| 208 |
+
i_met = gr.Image(label="Metallic · T_Metallic", type="pil")
|
| 209 |
+
i_ao = gr.Image(label="AO · T_AO", type="pil")
|
| 210 |
+
i_hgt = gr.Image(label="Height · T_Height", type="pil")
|
| 211 |
+
i_zip = gr.File(label="Download All Maps (ZIP)", file_types=[".zip"])
|
| 212 |
+
i_btn.click(fn=from_image, inputs=[i_img,i_seam],
|
| 213 |
+
outputs=[i_alb,i_nrm,i_rgh,i_met,i_ao,i_hgt,i_zip])
|
| 214 |
+
|
| 215 |
+
# Tab 3 — Unity Guide
|
| 216 |
with gr.Tab("Unity3D Setup Guide"):
|
| 217 |
gr.HTML("""
|
| 218 |
+
<div style="max-width:780px;margin:0 auto;padding:1.5rem;font-family:'Space Mono',monospace;font-size:.78rem;line-height:1.9;color:#c0c0d8">
|
| 219 |
+
<h2 style="font-family:'Syne',sans-serif;color:#7c6af7;font-size:1.4rem">Using TextureForge Maps in Unity3D</h2>
|
| 220 |
+
<h3 style="color:#f7a26a">1. Extract the ZIP</h3>
|
| 221 |
+
<p>Place into <code style="background:#1a1a2e;padding:2px 6px;border-radius:4px">Assets/Textures/MaterialName/</code></p>
|
| 222 |
+
<h3 style="color:#f7a26a">2. Texture Import Settings</h3>
|
| 223 |
+
<table style="width:100%;border-collapse:collapse;margin-bottom:1rem">
|
| 224 |
+
<tr style="border-bottom:1px solid #2a2a3a"><th style="text-align:left;padding:6px;color:#7c6af7">File</th><th style="padding:6px;color:#7c6af7">Type</th><th style="padding:6px;color:#7c6af7">sRGB</th></tr>
|
| 225 |
+
<tr style="border-bottom:1px solid #1a1a2a"><td style="padding:5px">T_Albedo</td><td style="padding:5px">Default</td><td style="padding:5px">ON</td></tr>
|
| 226 |
+
<tr style="border-bottom:1px solid #1a1a2a"><td style="padding:5px">T_Normal</td><td style="padding:5px">Normal Map</td><td style="padding:5px">OFF</td></tr>
|
| 227 |
+
<tr><td style="padding:5px">T_Roughness, T_Metallic, T_AO, T_Height</td><td style="padding:5px">Default</td><td style="padding:5px">OFF</td></tr>
|
| 228 |
+
</table>
|
| 229 |
+
<h3 style="color:#f7a26a">3. Create URP/Lit Material</h3>
|
| 230 |
+
<p>Shader: <code style="background:#1a1a2e;padding:2px 6px;border-radius:4px">Universal Render Pipeline/Lit</code><br>
|
| 231 |
+
Base Map=T_Albedo | Normal Map=T_Normal | Metallic=T_Metallic | Occlusion=T_AO</p>
|
| 232 |
+
<h3 style="color:#f7a26a">4. Roughness to Smoothness</h3>
|
| 233 |
+
<p>Unity uses Smoothness (= 1 minus Roughness). Use <b>Tools > TextureForge > Pack HDRP Mask Map</b> in the Unity Editor to auto-pack channels.</p>
|
| 234 |
+
<div style="margin-top:1.5rem;padding:1rem;background:#0d0d14;border-left:3px solid #7c6af7;border-radius:0 8px 8px 0">
|
| 235 |
+
<p style="margin:0;color:#7c6af7">HDRP Mask Map</p>
|
| 236 |
+
<p style="margin:.4rem 0 0;color:#a0a0c0">Pack R=Metallic, G=AO, B=0, A=Smoothness using the included Unity Editor script (TextureForgeHDRPPacker).</p>
|
| 237 |
+
</div>
|
| 238 |
</div>""")
|
| 239 |
|
| 240 |
+
gr.HTML("""<div style="text-align:center;padding:1.5rem;color:#3a3a5a;font-family:'Space Mono',monospace;font-size:.65rem">
|
| 241 |
+
TextureForge · Unity3D · Stable Diffusion + OpenCV PBR</div>""")
|
| 242 |
|
| 243 |
+
print("=== Launching Gradio demo ===", flush=True)
|
| 244 |
demo.launch()
|
requirements.txt
CHANGED
|
@@ -8,3 +8,4 @@ opencv-python-headless>=4.8.0
|
|
| 8 |
Pillow>=10.0.0
|
| 9 |
numpy>=1.24.0
|
| 10 |
safetensors>=0.4.0
|
|
|
|
|
|
| 8 |
Pillow>=10.0.0
|
| 9 |
numpy>=1.24.0
|
| 10 |
safetensors>=0.4.0
|
| 11 |
+
# rebuild-1772183179
|