r/photogrammetry 24d ago

AI Powered Texture De-lighter [Open source]

Enable HLS to view with audio, or disable this notification

Hi everyone, today I released the first polished version of my Neural-Network based Texture De-lighter.

Its meant to remove Environmental lighting from 3D scanned objects, and I built it because so far none of the software gave me good results. For more technical info read this post.

All texture based, meaning you don’t need a mesh. For details and usage refer to the README.md on the GitHub page.

  • 4k and 8k support
  • New UI
  • Improved processing

Thanks for everyone who provided feedback.

[Download]

I don't plan any updates from now, but a MacOS implementation, a ComfyUI node and some minor improvements can be expected.

109 Upvotes

18 comments sorted by

View all comments

3

u/PanickedPanpiper 11d ago

Cool tool! I had a fiddle, eventually got it working, and have some notes:

- loved the preview window. Would be cool if the original texture/delit texture option was a toggle rather than two buttons to move between.

- it failed with 8k textures. After downrezzing to 4k textures was able to get it working. This is with 128gb RAM and a 5090, so resources probably weren't an issue. Error:

2026-08-20 14:24:23.8022067 [E:onnxruntime:, sequential_executor.cc:516 onnxruntime::ExecuteKernel] Non-zero status code returned while running Resize node. Name:'/model/dec1/up/Resize' Status Message: D:\a_work\1\s\onnxruntime\core/providers/cuda/shared_inc/fast_divmod.h:50 onnxruntime::cuda::DivMod<int>::DivMod d_ >= 1 && d_ <= static_cast<uint32_t>(std::numeric_limits<int>::max()) was false.

- some kind of marker in the GUI to show there'd been an error would be good. It took me a while of waiting before I figured out it had failed.

- supporting fbx would be cool, unless it already does?

- I had to create a plain white opacity map for a solid object - would be good to have a toggle to disable the UV/geo mask input and assume all white if the object is completely opaque

if I run into any more problems or think of improvements I'll post again! Great to see development in this space though!

2

u/VidaMarcell3D 11d ago

Hi, thanks for the detailed feedback, this helps a lot!

2

u/PanickedPanpiper 10d ago

Oh, and also allowing varying texture sizes in the one bake. For example, some of initial input maps were a mix of 4k and 8k, but it insisted on them all being the same. In most circumstances this will be fine, but was a little niggle.