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I think texture generation is ripe for disruption. Imagine a tool that could generate a set of tiling PBR textures based on a few input parameters. Or one where
by dorkwood 5y ago
I think texture generation is ripe for disruption. Imagine a tool that could generate a set of tiling PBR textures based on a few input parameters. Or one where you define which areas of a UV map should be windows, doors, or walls, and it generates a set of texture variations. What used to take days or weeks could take seconds.
- TOMDM 5y agoExactly. I can't imagine how much media would begin to use 3d assets if it became an order of magnitude cheaper to do so. Not to mention, imagine the pipeline of 1. "GPT-3, give me 10,000 descriptions of different doors" 2. "Dall-E 2, give me PBR textures for these 10,000 door descriptions" 3. Repeat 1 and 2 for every asset you need 4. "Dall-E 2, give me 10,000 floorplans for apartments, common areas, shopping centers etc." 5. "GPT-3, describe the contents of this apartment/common area/shopping center etc." 6. Use an algorithm to parse out the floorplans (ditch the ones that don't work, we can just generate more), populate it with assets specified in step 5 and generated in steps 1 and 2. We could proceduraly generate entire cities for games with unique assets everywhere. It would still probably look nicer with a human in the loop, but the possibilities are staggering.
- ntSean 5y agoStudios already reuse a lot of assets to cut production costs. No use remaking the same rock so it can be sentimentally "unique". "Dall-E 2, show me Keanu Reeves emoting towards a celestial pigeon" is far fetched enough that an AI will fall over by itself. The technology is very exciting, but I see this akin to a bicycle - not an unmanned vehicle