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Add "Dream Textures" render pass to Cycles #229
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Memory consumption seems to be ok now. I'm not using 50+GB of swap after 50 frames anymore 😅 |
Running cycles and dream textures can use a lot of VRAM, so if needed cycles can be run on CPU instead. When running through dream textures a lot of path tracing samples typically aren’t needed anyways. |
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Only a couple of issues.
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Looks to be all good. Just one small suggestion.
Co-authored-by: NullSenseStudio <[email protected]>
* Add base RenderPropertiesPanel * Working dream textures render pass * Revised implementation (with memory leak) * Fix step count * Refactor into subpanels * Remove Troubleshooting section * Use file picker to copy weights instead of manual installation * Replace Real-ESRGAN setup with ImportHelper * Add soft_min/soft_max to simulate exclusive clamped values * Add history management options and improved interface * Add prompt import/export * Fix seed export * Update submodules to fix inpainting * Updated to work with latest UI and internal changes * Remove unused handler * Remove completed TODO * Allow render pass properties to be animated * Update to latest submodules * Fix step count target when init image is specified * Add multiple of 64 check to size_x/size_y * Add closest hint to error Co-authored-by: NullSenseStudio <[email protected]> Co-authored-by: NullSenseStudio <[email protected]>
This monkey patches a new render pass into cycles that can run stable diffusion each time a frame is rendered. It is especially useful for animations where you want to perform style transfer with stable diffusion.