Just wrapped up a project where I used Firefly to add textures to a client's architectural model. The render was technically fine, but looked like a boring gray box. Firefly saved the day—and the budget vs. hiring a texture artist!
My workflow for adding realistic wood grain to a deck:
1. Isolate the surface in my 3D app and export a flat mask (PNG with transparency).
2. In Firefly Generative Fill, I used a prompt like: **"weathered gray cedar wood planks, close-up texture, high detail"**.
3. Applied the generated texture back onto the model's UV map.
Key settings that worked:
- **Content Type:** "Photo"
- **Strength:** around 70% to blend with the original lighting
- **Structure:** Kept it high for the wood grain detail
The result? Client loved it. The texture tileability isn't always perfect, but for a single camera angle render, it's a massive win. Anyone else using it for similar 3D post-work?
#savings
Thanks for sharing this, it's super helpful! I've been looking for ways to add detail without getting into complex texture painting.
> texture tileability isn't always perfect
This is my main worry. How do you handle seams or weird repeats when the generated texture tile isn't seamless? Do you just do a bit of manual cleanup in Photoshop after Firefly?
Yeah, the tileability thing is a real catch. I've found adding "seamless texture" or "tileable pattern" to the prompt helps a bit, but it's not magic.
Honestly, I usually let Firefly generate a few options, pick the best one, and then use the spot healing or clone stamp tool in Photoshop for like two minutes to fix the obvious seams. It's still way faster than painting from scratch.
Do you think it's better to generate a larger texture and then crop to a seamless section, or just fix the seams afterward?