Image Offset & Orientation
Re-orient the input image with yaw/pitch offset and Hextile seam placement
Last updated: 2026-07-15
Image Offset & Orientation
What It Is
Image Offset re-orients your input equirectangular image against the fixed prompt frame before generation. It shifts the image sphere in yaw (horizontal rotation) and pitch (vertical tilt), while the prompt grid stays locked to absolute world directions. A Hextile Offset mode controls where the equirectangular seam falls for optimal tile placement.
Think of it as rotating the canvas under a fixed camera -- the prompt directions (front, back, left, right, up, down) stay put, and you slide the image to align your subject with them.
Yaw, Pitch, and Roll Offset
Three controls let you adjust the input image's orientation on the sphere:
- Yaw (
-180degto+180deg) -- rotates the image horizontally. Use this to align a subject (e.g., a mountain peak) with a directional prompt like "front: dramatic sunset". - Pitch (
-90degto+90deg) -- tilts the image vertically. Use this to shift the horizon up or down relative to the prompt frame. - Roll (
-180degto+180deg) -- rotates the image around the view-center axis. Use this for subtle horizon-levelling adjustments.
All three values bake into the render as a single spherical rotation applied before tile generation.
Hextile Offset
Hextile Offset controls where the equirectangular seam (the left/right edge of the 2:1 image) maps onto the sphere for HEIXTILE tile ordering. Because tile generation follows a spatial strategy, where the seam falls determines which tiles get processed first and how seams between tiles align.
14 tile ordering strategies are available:
- Latitude Rings (N->S) -- top-to-bottom latitude band order
- Latitude Rings (S->N) -- bottom-to-top latitude band order
- Spiral -- outward spiral from the center
- Radial -- radial expansion from a chosen origin point
- Original -- the template's as-defined tile order
- Sweep Front->Back, Back->Front, Left->Right, Right->Left -- directional axis sweeps
- Equator Out -- expand outward from the equator
- Poles In -- converge inward from the poles
- Max Spread -- farthest-point sampling for uniform tile coverage
- Checkerboard -- scatter-then-fill pattern
- Random -- geometry-seeded shuffle
Custom ordering is also supported for templates that define a manual tile sequence.
GPU WebGL2 Preview
The offset tool includes a real-time GPU preview powered by WebGL2:
- 360 sphere viewer -- a live equirectangular preview renders directly on the GPU
- Graticule grid overlay -- a fixed world-space reference grid stays locked as you adjust offsets, so you can see the image move under it
- Cube-grid HUD -- a compact orientation indicator shows yaw/pitch/roll state at a glance
- Grid opacity slider -- fade the reference grid up or down (0.0 to 1.0)
All preview updates are instant -- no bake required. Adjust the sliders and the sphere updates in real time.
Directional Prompt Anchoring
When using directional prompts in tiles mode, each prompt direction (front, back, left, right, up, down) is anchored to a fixed absolute direction on the sphere. The prompt grid does not move when you offset the image.
This means: - Offsetting the image slides your input under the fixed prompt grid - "front: golden hour sky" always affects the same absolute direction - You adjust which part of your image receives each directional prompt
This is the key difference from rotating the prompt -- you move the image, not the prompt directions.
Usage
- Open a render in the viewer
- Click the Offset tool in the toolbar (transforms section, compass icon)
- Adjust Yaw to rotate the image horizontally until your subject aligns with the desired prompt direction
- Adjust Pitch to tilt the horizon as needed
- (Optional) Set Roll for fine horizon-levelling
- Preview updates in real time on the 360 sphere -- use the grid overlay to verify alignment
- (Optional) Choose a Hextile Offset tile ordering strategy for optimal seam placement
- Click Apply & Save to bake the offset into the render graph
The offset is applied as a render graph node and can be adjusted or removed later in the render pipeline.
If the source node has a depth channel, that depth is warped with the image onto the new node automatically — no regenerate needed for a normal offset. If depth cannot follow, the app asks you to regenerate rather than showing a misaligned map.
See also: Channels | Directional Prompting | Templates | Modules & Compatibility