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Material maps for 3dvalley.com: one picture of a surface (a texture tile or a
photo) in, the maps a PBR renderer needs out, all tiling when the picture
tiles. One API endpoint for headless callers (the site's browser client),
plus a small demo UI.
How a run goes, all on the GPU in one call:
- Two small ESRGAN nets trained on texture sets (Joey Ballentine's Material
Map Generator, Apache-2.0): one gives a tangent-space normal map, the other
displacement and roughness. They are what reads a painted brick as raised
and its white mortar as sunk, which brightness alone gets backwards.
- Lotus-G normal (Apache-2.0, Stable Diffusion 2 fine-tuned for surface
normals, one step) gives the broad shape: the rounded top of a cobble, the
bevel of a brick. Its low frequencies and the ESRGAN detail are merged in
slope space with the slopes of the displacement map, so normal and height
agree.
- CLIP (MIT) names the material class, which sets the roughness level and
whether anything is metal; the ESRGAN roughness adds the variation.
Every convolution pads circularly (the ESRGAN input is wrapped, the Lotus UNet
and VAE have their padding mode switched), and every filter wraps, so a
seamless picture gives seamless maps.
"""
import os
import tempfile
import time
import spaces
os.environ["GRADIO_TEMP_DIR"] = os.path.join(tempfile.gettempdir(), "gradio")
os.makedirs(os.environ["GRADIO_TEMP_DIR"], exist_ok=True)
import gradio as gr
import numpy as np
import torch
import torch.nn.functional as F
from diffusers import AutoencoderKL, UNet2DConditionModel
from huggingface_hub import hf_hub_download
from PIL import Image
from spandrel import ModelLoader
from transformers import CLIPModel, CLIPProcessor, CLIPTextModel, CLIPTokenizer
from upsampler_theme import UPSAMPLER_CSS, UPSAMPLER_THEME, footer_html, header_html
DEVICE = "cuda"
MAX_SIDE = 1024
LOTUS_SIDE = 768 # Lotus-G is Stable Diffusion 2 base: 512 to 768 is home.
MAPS_REPO = "InvokeAI/pbr-material-maps"
MAPS_REVISION = "b7ca9ebc6e14688a69d41872d2b9c80ea453e8f0"
LOTUS_REPO = "jingheya/lotus-normal-g-v1-1"
CLIP_REPO = "openai/clip-vit-base-patch32"
def _log(*parts):
print("[maps]", *parts, flush=True)
def _circular(module: torch.nn.Module) -> None:
for m in module.modules():
if isinstance(m, torch.nn.Conv2d) and m.padding not in (0, (0, 0)):
m.padding_mode = "circular"
def _esrgan(name: str) -> torch.nn.Module:
path = hf_hub_download(MAPS_REPO, name, revision=MAPS_REVISION)
return ModelLoader().load_from_file(path).model.eval().half().to(DEVICE)
normal_net = _esrgan("normal_map_generator.safetensors")
franken_net = _esrgan("franken_map_generator.safetensors")
lotus_unet = UNet2DConditionModel.from_pretrained(LOTUS_REPO, subfolder="unet", torch_dtype=torch.float16).to(DEVICE)
lotus_vae = AutoencoderKL.from_pretrained(LOTUS_REPO, subfolder="vae", torch_dtype=torch.float16).to(DEVICE)
_circular(lotus_unet)
_circular(lotus_vae)
# Lotus runs with an empty prompt: encode it once and drop the text encoder.
with torch.no_grad():
_tok = CLIPTokenizer.from_pretrained(LOTUS_REPO, subfolder="tokenizer")
_enc = CLIPTextModel.from_pretrained(LOTUS_REPO, subfolder="text_encoder")
_ids = _tok([""], padding="max_length", max_length=_tok.model_max_length, return_tensors="pt").input_ids
EMPTY_PROMPT = _enc(_ids)[0].half().to(DEVICE) # computed on the CPU, like the CLIP classes below
del _tok, _enc
# The task embedding that selects the normal head (see Lotus's infer.py).
_task = torch.tensor([[1.0, 0.0]])
TASK_EMB = torch.cat([torch.sin(_task), torch.cos(_task)], dim=-1).half().to(DEVICE)
clip_model = CLIPModel.from_pretrained(CLIP_REPO).eval()
clip_processor = CLIPProcessor.from_pretrained(CLIP_REPO)
# (label, words for CLIP, roughness level, metal): "metal" is bare metal all
# over, "rust" is metal only where grey steel shows through.
CLASSES = [
("brick", "a brick wall texture", 0.85, None),
("stone", "a cobblestone or stone paving texture", 0.8, None),
("rock", "a rough natural rock texture", 0.85, None),
("concrete", "a concrete or plaster wall texture", 0.9, None),
("asphalt", "an asphalt road texture", 0.9, None),
("wood", "a wooden planks texture", 0.7, None),
("varnished wood", "a varnished polished wood floor texture", 0.35, None),
("bark", "a tree bark texture", 0.9, None),
("ground", "a dirt, soil, mud or sand ground texture", 0.95, None),
("vegetation", "a grass, moss or leaves texture", 0.8, None),
("marble", "a polished marble texture", 0.2, None),
("tiles", "a glazed ceramic tiles texture", 0.25, None),
("fabric", "a fabric, cloth or carpet texture", 0.9, None),
("leather", "a leather texture", 0.6, None),
("plastic", "a plastic surface texture", 0.4, None),
("painted metal", "a painted metal surface texture", 0.5, None),
("rusted metal", "a rusty corroded metal texture", 0.8, "rust"),
("brushed metal", "a brushed steel or aluminium metal texture", 0.35, "metal"),
("polished metal", "a shiny polished metal, chrome, gold or copper texture", 0.15, "metal"),
("snow", "a snow or ice texture", 0.3, None),
]
# The class words are embedded once, on the CPU: ZeroGPU only lends a GPU
# inside a @spaces.GPU call, so nothing runs on "cuda" at start-up.
with torch.no_grad():
_t = clip_processor(text=[c[1] for c in CLASSES], return_tensors="pt", padding=True)
CLASS_EMB = F.normalize(clip_model.get_text_features(**_t).float(), dim=-1).to(DEVICE)
clip_model = clip_model.half().to(DEVICE)
_log("models ready")
# --- plain-array helpers, all wrapping at the edges -------------------------
def _blur(a: torch.Tensor, sigma: float) -> torch.Tensor:
"""Separable Gaussian on an (H, W) tensor, wrapping around the edges."""
if sigma <= 0:
return a
radius = max(1, int(3 * sigma))
x = torch.arange(-radius, radius + 1, device=a.device, dtype=a.dtype)
k = torch.exp(-(x**2) / (2 * sigma**2))
k = k / k.sum()
out = F.pad(a[None, None], (radius, radius, 0, 0), mode="circular")
out = F.conv2d(out, k.view(1, 1, 1, -1))
out = F.pad(out, (0, 0, radius, radius), mode="circular")
return F.conv2d(out, k.view(1, 1, -1, 1))[0, 0]
def _resize_wrap(x: torch.Tensor, size: tuple[int, int]) -> torch.Tensor:
"""Resize (N, C, H, W) so the result still tiles: pad by wrapping, scale, crop."""
h, w = x.shape[-2:]
if (h, w) == size:
return x
pad = 4
big = F.pad(x, (pad, pad, pad, pad), mode="circular")
sy, sx = size[0] / h, size[1] / w
out = F.interpolate(big, size=(round((h + 2 * pad) * sy), round((w + 2 * pad) * sx)), mode="bicubic", align_corners=False)
oy, ox = round(pad * sy), round(pad * sx)
return out[..., oy : oy + size[0], ox : ox + size[1]]
def _slopes(n: torch.Tensor) -> tuple[torch.Tensor, torch.Tensor]:
"""(3, H, W) normals, x right, y up → slopes dh/dx and dh/dy_up, tilt removed.
A normal is (-dh/dx, -dh/dy, 1) normalised."""
nz = n[2].clamp(min=0.2)
p, q = -n[0] / nz, -n[1] / nz
return p - p.mean(), q - q.mean()
def _grad(h: torch.Tensor) -> tuple[torch.Tensor, torch.Tensor]:
"""Central differences with wrap: dh/dx and dh/dy_up (rows run down)."""
gx = (torch.roll(h, -1, 1) - torch.roll(h, 1, 1)) / 2
gy = (torch.roll(h, 1, 0) - torch.roll(h, -1, 0)) / 2
return gx, gy
def _stretch(a: torch.Tensor, lo: float = 0.005, hi: float = 0.995) -> torch.Tensor:
flat = a.flatten()
if flat.numel() > 1_000_000:
flat = flat[:: flat.numel() // 1_000_000 + 1]
a_lo, a_hi = torch.quantile(flat, lo), torch.quantile(flat, hi)
return ((a - a_lo) / (a_hi - a_lo).clamp(min=1e-6)).clamp(0, 1)
def _smoothstep(e0: float, e1: float, x: torch.Tensor) -> torch.Tensor:
t = ((x - e0) / (e1 - e0)).clamp(0, 1)
return t * t * (3 - 2 * t)
# --- the models --------------------------------------------------------------
def _run_esrgan(net: torch.nn.Module, rgb: torch.Tensor) -> torch.Tensor:
"""(1, 3, H, W) in [0, 1] → (3, H, W) in [0, 1]; wrapped so the edges tile."""
pad = 32
x = F.pad(rgb, (pad, pad, pad, pad), mode="circular").half()
return net(x)[0, :, pad:-pad, pad:-pad].float().clamp(0, 1)
def _run_lotus(rgb: torch.Tensor) -> torch.Tensor:
"""(1, 3, H, W) in [0, 1] → (3, H, W) unit normals, x right, y up, z out."""
h, w = rgb.shape[-2:]
scale = min(1.0, LOTUS_SIDE / max(h, w))
size = (max(64, round(h * scale / 64) * 64), max(64, round(w * scale / 64) * 64))
x = _resize_wrap(rgb, size) * 2 - 1
latents = lotus_vae.encode(x.half()).latent_dist.mode() * lotus_vae.config.scaling_factor
noise = torch.randn(latents.shape, generator=torch.Generator(DEVICE).manual_seed(0), device=DEVICE, dtype=latents.dtype)
x0 = lotus_unet(
torch.cat([latents, noise], dim=1),
torch.tensor([999], device=DEVICE),
encoder_hidden_states=EMPTY_PROMPT,
class_labels=TASK_EMB,
return_dict=False,
)[0]
decoded = lotus_vae.decode(x0 / lotus_vae.config.scaling_factor, return_dict=False)[0].float().clamp(-1, 1)
n = _resize_wrap(decoded, (h, w))[0]
return n / n.norm(dim=0, keepdim=True).clamp(min=1e-6)
def _classify(image: Image.Image) -> tuple[torch.Tensor, list[tuple[str, float]]]:
inputs = clip_processor(images=image, return_tensors="pt").to(DEVICE)
emb = F.normalize(clip_model.get_image_features(pixel_values=inputs.pixel_values.half()).float(), dim=-1)
probs = (100 * emb @ CLASS_EMB.T).softmax(dim=-1)[0]
order = probs.argsort(descending=True)[:3].tolist()
return probs, [(CLASSES[i][0], round(float(probs[i]), 3)) for i in order]
@spaces.GPU(duration=20)
@torch.no_grad()
def _maps(image: Image.Image):
t0 = time.time()
w, h = image.size
rgb = torch.from_numpy(np.asarray(image, np.float32) / 255).permute(2, 0, 1)[None].to(DEVICE)
s = max(w, h) / 768 # filter sizes were tuned at 768 px
es_normal = _run_esrgan(normal_net, rgb) * 2 - 1
franken = _run_esrgan(franken_net, rgb)
lotus = _run_lotus(rgb)
probs, top = _classify(image)
_log(f"models {time.time() - t0:.2f}s", top)
# Height: the texture-trained displacement. Normal: the displacement's
# slopes, plus Lotus's broad shape and the ESRGAN normal's fine detail.
height = _stretch(franken[2])
pd, qd = _grad(height)
pd, qd = pd * max(w, h) / 40, qd * max(w, h) / 40
pl, ql = _slopes(lotus)
pe, qe = _slopes(es_normal)
p = (_blur(pl, 2 * s) + pe - _blur(pe, 3 * s) + pd) / 2
q = (_blur(ql, 2 * s) + qe - _blur(qe, 3 * s) + qd) / 2
normal = torch.stack([-p, -q, torch.ones_like(p)])
normal = normal / normal.norm(dim=0, keepdim=True)
# Roughness: the class sets the level, the ESRGAN map the variation.
level = sum(float(probs[i]) * c[2] for i, c in enumerate(CLASSES))
rough = franken[1]
roughness = (level + (rough - rough.median()) * 1.2).clamp(0.04, 1)
# Metallic: bare metal is metal all over; rusted metal only where grey
# steel shows (low saturation). Everything else is not metal.
metal = sum(float(probs[i]) for i, c in enumerate(CLASSES) if c[3] == "metal")
rust = sum(float(probs[i]) for i, c in enumerate(CLASSES) if c[3] == "rust")
mx, mn = rgb[0].max(dim=0).values, rgb[0].min(dim=0).values
saturation = (mx - mn) / mx.clamp(min=1e-3)
bare = _smoothstep(0.35, 0.15, saturation)
metallic = _smoothstep(0.35, 0.65, metal + rust * bare)
roughness = roughness - metallic * 0.15
info = {
"material": top[0][0],
"classes": [{"label": label, "p": p_} for label, p_ in top],
"roughness_level": round(level, 3),
"metal": round(metal, 3),
"gpu_seconds": round(time.time() - t0, 2),
}
out = (
(normal.permute(1, 2, 0) * 0.5 + 0.5).clamp(0, 1).cpu().numpy(),
height.cpu().numpy(),
roughness.clamp(0, 1).cpu().numpy(),
metallic.clamp(0, 1).cpu().numpy(),
)
torch.cuda.empty_cache()
return out, info
def _save_png(array: np.ndarray, stem: str, bits: int = 8) -> str:
path = os.path.join(os.environ["GRADIO_TEMP_DIR"], f"{stem}-{time.time_ns()}.png")
if bits == 16:
Image.fromarray((array * 65535).round().astype(np.uint16)).save(path)
else:
Image.fromarray((array * 255).round().astype(np.uint8)).save(path, optimize=False, compress_level=6)
return path
def material_maps(image, directx: bool = False):
"""A picture of a surface → normal (OpenGL unless `directx`), height
(16-bit), roughness and metallic PNGs at its size (capped at 1024 px),
and a small JSON note of what the surface was taken for."""
if image is None:
raise gr.Error("Upload a picture of a surface.")
if not isinstance(image, Image.Image):
image = Image.open(image)
image = image.convert("RGB")
if max(image.size) > MAX_SIDE:
scale = MAX_SIDE / max(image.size)
image = image.resize((max(8, round(image.width * scale)), max(8, round(image.height * scale))), Image.LANCZOS)
t0 = time.time()
(normal, height, roughness, metallic), info = _maps(image)
if directx:
normal = normal.copy()
normal[..., 1] = 1 - normal[..., 1]
info["convention"] = "directx" if directx else "opengl"
info["size"] = [image.width, image.height]
files = (
_save_png(normal, "normal"),
_save_png(height, "height", bits=16),
_save_png(roughness, "roughness"),
_save_png(metallic, "metallic"),
)
info["seconds"] = round(time.time() - t0, 2)
_log("done", info)
return (*files, info)
with gr.Blocks(title="Material Maps - Normal, Height and Roughness from One Image") as demo:
gr.HTML(header_html(
"Material Maps",
"Normal, height, roughness and metallic maps from one picture of a surface. Seamless in, seamless out.",
))
with gr.Row(equal_height=False):
with gr.Column():
src = gr.Image(type="pil", image_mode="RGB", label="Texture or photo of a surface", height=360)
directx = gr.Checkbox(value=False, label="DirectX normal map (green down, for Unreal)")
btn = gr.Button("Make Maps", variant="primary")
with gr.Column():
with gr.Row():
out_normal = gr.Image(type="filepath", label="Normal", height=200)
out_height = gr.Image(type="filepath", label="Height (16-bit)", height=200)
with gr.Row():
out_rough = gr.Image(type="filepath", label="Roughness", height=200)
out_metal = gr.Image(type="filepath", label="Metallic", height=200)
out_info = gr.JSON(label="Surface")
btn.click(
material_maps,
inputs=[src, directx],
outputs=[out_normal, out_height, out_rough, out_metal, out_info],
api_name="material_maps",
)
gr.HTML(footer_html(
"Turn a texture or a photo of a surface into a PBR material: a tangent-space normal map, a 16-bit "
"height (displacement) map, roughness and metallic, at the picture's size up to 1024 pixels. Nets "
"trained on texture sets read painted bricks and stones the right way round, a surface-normal "
"diffusion model adds the broad shape, and every step wraps at the edges so seamless textures stay "
"seamless. Ready for Blender, Unity, Unreal, three.js and glTF.",
"https://upsampler.com",
"Upsampler",
))
if __name__ == "__main__":
demo.queue(default_concurrency_limit=2).launch(
theme=UPSAMPLER_THEME, css=UPSAMPLER_CSS, ssr_mode=False, show_error=True
)
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