Make your texture tileable with histogram-preserving blending
Thomas Deliot Unity Technologies , Eric Heitz Unity Technologies , Fabrice Neyret CNRS/Inria

Use this tool to turn an existing, non-tileable stochastic texture into a tileable texture, by manipulating its edges using histogram-preserving blending. It works on all random-phase inputs, as well as on many non-random-phase inputs which are stochastic and non-periodic, typically natural textures such as moss, granite, sand, bark, etc.


Disclaimer: this is a CPU implementation that runs in javascript. The GPU implementation presented in the paper is orders of magnitude faster.


1. Import example texture:

Texte pour les navigateurs ne supportant pas le HTML5 Canvas.


2. Adjust blending border width (0-100%):

3. Random seed:


4. Generate output:

5. Output:
The output display might be rescaled. Use the button above to download.
Texte pour les navigateurs ne supportant pas le HTML5 Canvas.