'); background-size: 60px 69px;">
Desktop app. Runs locally on your GPU

Build Infinite
Worlds

A 360° creator's toolkit with a diffusion engine in the box. Generate a full 360° panorama on your own machine. One payment, no cloud meter.

No subscription Own it for $360 Local GPU 30-day money-back guarantee

OVERVIEW

Build natively in 360°

Start from a text prompt (txt2img) or from a 360 you already have (img2img). The tools below run natively on the sphere, on your own GPU: tile a full pass, spot-edit a region, upsample, composite layers, finish, and roll back.

  • Process your 360 images up to 16K with open-weight diffusion models on your own GPU. 360 Hextile breaks the 360 into hexagonal tiles, processes them one at a time, then stitches them back so your local GPU can handle monster resolutions.

  • Focus in on any place on the 360 canvas and surgically edit any piece using any of the supported open-weight diffusion models.

  • 2×, 4×, 8×, or 16× upsample your 360 images on your GPU with Real-ESRGAN.

  • Drag transparent PNG layers onto the 360 canvas. Place objects or custom images, add layer effects (stroke, drop shadow, gradient, fill), build compositions, and bake them into the image.

  • Add post-process effects: LUT, grain, texture. Finish your images for ultra-high-resolution output.

  • Every image you edit is internally versioned, so you can roll back any change.

RECORDED · REAL SESSION

A real session, sped up.

Everything you'll scroll past below happens in this window.

System requirements

CREATE

Start with an equirectangular.

Creation starts with a 360 panoramic image known as equirectangular format: a sphere projected onto a rectangle.

  • Any 360 photo you shot, bring it in. Fix things, swap things out, clean things up, re-imagine it. A ~72 MP camera frame opens and works at full size, on far less VRAM. Less VRAM, never less GPU.

    Insta360Ricoh ThetaGoPro MAX
  • Import an equirectangular you rendered elsewhere. Bring an old skybox, or an equirect you are generating in ComfyUI right now. Keep generating there. Drop it here to fix the poles and edit it region by region through a perspective view on a versioned panorama, then restyle, re-detail, or upscale it and take it back out, flat or 360°. A finishing and editing stage, never a replacement pipeline.

    Unreal EngineBlenderCinema 4DUnity
  • Use 360 LoRAs to generate a low-res starter image you can upsample and enhance with tiling.

    SDXLFLUXQwen
  • Over 100 GPU procedural generators. Noise, cellular, and geometric tilings you can project onto the sphere.

    PerlinVoronoiReaction-DiffusionPenrose
  • 22 GPU fractal generators, mapped onto the sphere. Zoom, iterations, and palettes are editable.

    MandelbrotJuliaNewtonBurning Ship

CLAUDE CODE

ALPHA

The Claude Plugin for Automating Workflows

Automate the Workflows. An agentic world-building system can drive 360 Hextile as a headless agent. That is Agentic Rendering.

  • The plugin targets Claude Code and Codex over MCP. Point it at a Workflow and it builds worlds for you. It also works great with Grok. For a large share of users this is the interface they touch the product through.

  • The hextile CLI runs a Workflow headlessly with override and merge. The template owns the pipeline, the caller fills only prompt, seed, count and look. Named for vibe coders and game pipelines.

  • The procedural pattern generators are a first-class Workflow input alongside a 360-LoRA, a prompt, a photo or a render you bring. One input registry, all peers. The render passes do the look on top.

  • Batch, matrix and schedule many runs: the game-pipeline face. A world stops being a thing you make and becomes a build artifact.

Gallery

See what's possible

Explore panoramas created with 360 Hextile

360 NATIVE

Why work natively in 360?

360 Hextile is a 360 native workspace, so you never have to think about the poles pinching or the edges tiling. The interface is tailored for immersive viewing.

  • Flatten a sphere into a 2:1 rectangle and the poles pay for it. The top and bottom rows stretch across the whole width. That is pole pinch: projection oversampling, not a seam. 360 Hextile resolves tiles in sphere space, so the poles render at native resolution, and the app ships a De-Pinch tool for footage that already has it.

  • The left and right edges are one join. Asymmetric tiling closes that join and does nothing at the poles, because the pole is not a seam. You'll never have to think about tiling again.

  • On the sphere every tile knows its real angular size, so a brush stroke or an edit lands at the size it will actually appear, not warped by the rectangle it was drawn on.

  • The zenith and nadir are resolved at native resolution instead of the smeared caps a flat projection leaves. The mechanism: tiles are inpainted in sphere space on a polyhedral mesh, up to a 92-face Goldberg sphere, so neighbours share context and the geometry closes tile boundaries rather than patching them afterward.

  • Most ordinary upscalers make pole pinch worse. This one has a projection-aware cubemap mode that reprocesses the pole caps specifically as it scales. Real-ESRGAN x4plus at 2×/4×/8×/16×, up to a 16,384px edge.

Own it

Own it. No Subscriptions.

You buy it, you own it. Perpetual license, two machines. No credit limits, no cloud fees. Just your tool, on your machine.

360 Hextile

360° worlds you build on your GPU and own forever.

$360

One-time · Includes Updates

GPU-accelerated, local-first. Runs entirely on your machine. No cloud, no usage limits, no recurring fees.

  • All 8 model families (SD 3.5, SDXL, SD 2.1, SD 1.5, FLUX.1 Schnell, FLUX.2 Klein, Qwen-Image, Z-Image Turbo) + Real-ESRGAN upscaling
  • Text-to-image generation (360° LoRA) & img2img
  • Full resolution up to 16384×8192+ (8192×4096 default)
  • Hexagonal tiling system
  • ControlNet, LoRA & IP Adapter support
  • Real-ESRGAN upscaling (2× / 4×)
  • Direction prompting · 231 built-in Worlds across 11 categories
  • 100+ pattern generators
  • Custom template builder · multipass rendering
  • 2 machine activations
  • Commercial license · lifetime ownership

Windows only · NVIDIA CUDA · VRAM depends on pipeline; SDXL (default) needs 12 GB; lighter pipelines can run with less · ~14 GB models

Join the waitlist

Not for sale yet. Dated waitlist, no checkout fantasy.

Join the Waitlist

Thirty days money-back. No questions.

USE YOUR GPU TO

RENDER YOUR DREAMS.

We use cookies for analytics to understand how visitors use our site. Privacy Policy