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Desktop app. Runs locally on your GPU

Build Infinite
Worlds

A 360° creator's toolkit with a diffusion engine in the box. Generate and edit high-resolution 360° panoramas on your own GPU. One payment, no cloud meter.

No subscription Local GPU 30-day money-back guarantee

TOOLS

These are your tools

Create environment concept art, 360° matte paintings, and production skyboxes in one local workspace. Generate, edit, upscale, refine, and export high-resolution 360° panoramas on your own GPU—without cloud rendering fees or per-generation charges.

  • Build high-resolution 360° panoramas with output up to 16,384 × 8,192 on your own GPU. For diffusion work, 360 Hextile processes sphere-space polyhedral tiles with shared neighbour context, then assembles them into the full panorama.

  • Preview one face of the polyhedron before you commit it. Pick the face on the sphere, render that tile, and hold the takes in a filmstrip. The face stays pose-fixed, so you do not set a lock. Commit promotes the take you keep. Discard deletes the rest.

  • Focus on any place on the 360 canvas. Start with a shape or template mask, or use local AI Cutout to trace one subject, then surgically regenerate that region with a supported open-weight diffusion model.

  • Alpha: 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.

    • De-Pinch works the pinched, over-sampled areas at the zenith and nadir.
    • Offset rotates and recentres the equirect so the seam falls where you want it.
    • Möbius Warp applies a controlled Riemann-sphere transform that keeps the panorama continuous.
    • Mirror reflects the scene across an axis you choose on the sphere.
    • Kaleidoscope repeats and reflects your image into radial patterns or across the faces of a polyhedron.
  • Build a stack of diffusion passes, each with its own pipeline, template, strength, and prompt. Run the selected pass or the enabled stack from the header RENDER menu. Each result becomes a step in the derivation graph, where you can inspect its image, tiles, recipe, and stored parameters before you continue from it.

  • Every image you edit is internally versioned, giving you a history of changes you can return to at any time. Think of it as permanent undo: revisit an earlier version and continue from there.

System requirements

Does it run on your graphics card?

  • NVIDIA GeForce RTX

    3080 12 GB
    • Stable Diffusion 1.5
    • Stable Diffusion 2.1
  • NVIDIA GeForce RTX

    4090 24 GB
    • SDXL
    • FLUX.2 Klein
    • Z-Image Turbo
  • NVIDIA GeForce RTX

    5090 32 GB
    • Stable Diffusion 3.5
    • Qwen-Image (Alpha)
    • Chroma1-HD (Alpha)

CREATE

Start with an equirectangular.

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

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

    SDXLFLUXQwen
  • Write GLSL on the sphere. The look stays on while you fly. Import a panorama, or share the look as a .hexshader.

    GLSL.hexshaderMCP
  • Bring in a 360 photo you shot, a skybox, or a ComfyUI equirect. Fix, enhance, and export it here. A ~72 MP camera frame opens and works at full size on far less VRAM.

    Insta360Ricoh ThetaGoPro MAXUnreal EngineBlenderCinema 4DUnity
  • 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

360 NATIVE

Why work natively in 360?

360 Hextile is a 360 native workspace, so sphere-space diffusion preserves pole detail, the De-Pinch tool addresses pinch in existing footage, and asymmetric tiling closes the wrap seam. 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. The diffusion pass closes the wrap seam through that asymmetric sphere-space tiling.

  • 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.

  • Alpha: Projection-Aware Upscale keeps the mid-latitudes wrap-aware and processes the polar caps separately before blending them back. Real-ESRGAN x4plus supports 2×/4×/8×/16× targets 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.

⬡ 50% OFF · PUBLIC BETA
$180 $360

One-time · Includes Updates · Beta price

Public beta. Half price, ends soon.

Beta price ends in

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

  • All 7 production-ready model families and clearly labelled Alpha pipelines, including 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 Alpha 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

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