Basically the same as the diffusion mode, but generates tileable textures along with a normal map.
Example #
Let’s generate a brick wall with normals maps.
|  First, head to the model manager and add this Stable Diffusion model: dream-textures/texture-diffusion   | 
|  In the Image Generation panel, select textureGen in the drop-down menu, and then the model we’ve just added. Set the resolution to 1024×1024, and the upscaler to none:  | 
|  Type this prompt: “a bumpy, castle brick wall, mossy“  | 
|  Hit  render. After a while, an image appears.  | 
|  Try displaying the normals pass to see what the model has generated.  | 
|  Optionally, you can create a shader that will have both RGB and normal textures attached. Click on the  create texture icon. Save the image and open the hypershade. A new shader has been created.  | 
|  Try assigning the shader to an object and rendering it in Arnold. It should tile nicely! | 
Parameters #
|  Strength: Controls the blending of the inpainting phase (used when tiling the texture map) | 
|  generateNormals: Generate tangent-space normals for the texture. Will put the result in the ‘normals‘ pass. Uses DeepBump as described on https://github.com/HugoTini/DeepBump | 
|  normalGenerationModel: The id of the normal generation model. | 
For the other parameters, refer to the diffusion page.
