---
title: TextureGen
description: "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. | ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/mdla_ok.png) First, head to the **model manager** and add this Stable Diffusion model:…"
url: "https://elasticmonkeys.com/docs/texturegen/"
updated: "2023-04-26"
category: Mandala
---

# TextureGen

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.

| ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/mdla_ok.png) First, head to the **model manager** and add this Stable Diffusion model: [dream-textures](https://huggingface.co/dream-textures)/[texture-diffusion](https://huggingface.co/dream-textures/texture-diffusion) ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/image-15.png) ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/image-40.png) |
| --- |
| ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/mdla_ok.png) In the Image Generation panel, select textureGen in the drop-down menu, and then the model we've just added. Set the resolution to 1024x1024, and the upscaler to none: ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/image-42.png) |
| ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/mdla_ok.png) Type this prompt: "**a bumpy, castle brick wall, mossy**" ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/image-44.png) |
| ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/mdla_ok.png) Hit ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/mdla_render-1.png)render. After a while, an image appears. ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/image-45-929x1024.png) |
| ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/mdla_ok.png) Try displaying the normals pass to see what the model has generated. ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/image-46-933x1024.png) |
| ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/mdla_ok.png) Optionally, you can create a shader that will have both RGB and normal textures attached. Click on the ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/mdla_texture.png)**create texture icon**. Save the image and open the hypershade. A new shader has been created. ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/image-47.png) |
| ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/mdla_ok.png) Try assigning the shader to an object and rendering it in Arnold. It should tile nicely! |

## Parameters

| ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/mdla_ok.png) **Strength**: Controls the blending of the inpainting phase (used when tiling the texture map) |
| --- |
| ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/mdla_ok.png) **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](https://github.com/HugoTini/DeepBump) |
| ![](https://elasticmonkeys.com/wp-content/uploads/2023/04/mdla_ok.png) **normalGenerationModel**: The id of the normal generation model. |

For the other parameters, refer to the [diffusion page](https://elasticmonkeys.com/docs/diffusion/).
