360° image toolset

Your local workspace for 360° images

Import, generate, edit, composite, compare, and finish equirectangular panoramas directly on your NVIDIA GPU. Use AI where it helps, and keep image processing on your own machine.

Walkthrough: first launch to finished render, in the order you work. Nothing here is mocked.

foundation

Work directly on the sphere

An equirectangular panorama is a 2:1 rectangle that behaves like a sphere. Treat it as a flat image and the poles lie: the same sky eats a huge run of pixels, and a straight stroke smears. 360 Hextile works in sphere space. You navigate the live 360, and every tool hits the region you are looking at, at its true angular size.

The rectangle lies. Here is exactly where.

  • De-Pinch in the toolbar works the zenith and nadir on the sphere.

  • The left and right edges of the rectangle are one place on the sphere. Asymmetric tiling closes that left-right join by generating across it, and does nothing at the poles, because the pole is not a seam.

  • Every tool acts on the region you are looking at, at its real angular size on the sphere, so a brush, a mask, or a Spot region keeps its shape at any pitch instead of being stretched by the projection. The rectangle distorts; the sphere does not.

  • Rendering runs over the faces of a polyhedral mesh, up to a 92-face Goldberg sphere, so the poles are resolved at native resolution rather than as an after-thought stretched over a flat grid. The geometry closes tile boundaries; nothing is patched back in afterwards.

  • Fourteen geometries, from the cube up to the 92-face Goldberg sphere, each one a way to divide the sphere into faces that share context across their borders. You can rely on a truncated icosahedron to get the job done.

  • Alpha: Projection-Aware Upscale keeps the mid-latitudes wrap-aware and processes the polar caps separately before blending them back, so enlargement accounts for the 360° projection. Real-ESRGAN x4plus supports 2× / 4× / 8× / 16× targets up to a 16,384px edge.

14 Geometries. One Continuous Sphere.

Every shape Hextile can tile, in your hands. Drag to rotate, scroll to zoom, pick a shape, change render mode. This is the same viewer that lives inside the app.

Drag to orbit · Scroll to zoom · Switch shapes

CREATE

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
  • Hand one Workflow file to a build script or your AI coding agent and get many worlds headlessly, on your own machine. Pick a template, override the creative bits (prompt, seed, count, look), run it. It drops straight into a game engine or a VR world. Export equirectangular PNG, JPG, HDR or EXR, the formats Unreal and Blender already read.

    UnrealBlenderUnityC4D3ds MaxMaya

    A world stops being a thing you make and becomes a build artifact.

worlds

Worlds are starter prompt collections.

Each World is a set of prompts for a scene. Pick one and start from there.

The Worlds picker: categories, the worlds inside one, and a single world ready to load

prompt editor

Prompt your Prompts

Use an LLM to develop your prompts. Expand, tighten, or rewrite the global scene, the negative, or a single direction, instead of flattening the whole sphere into one sentence.

Describe reads your image, on your GPU

Describe runs Qwen2.5-VL locally and writes the global, negative, or per-tile prompts from an input image. It is keyless: no provider, no account, no key to paste. The Qwen model has to be downloaded first.

Transform diffusion prompts with your favorite LLM

Bring your own key. Use Claude, Grok, or GPT to expand a simple idea, tighten a prompt, or fill every direction from the scene.

Your API key is stored encrypted on your machine, sent only to the provider you choose, and never to 360 Hextile. The prompt text goes to that provider too, which is what makes the action work; the one fully-local, keyless writer is Describe.

pipelines

Pick a model. They're all open weights and local.

Everything runs locally on your GPU. No cloud uploads, no per-render fees. 7 production-ready model families cover everything from fast iteration to maximum quality. Generate panoramas from a text prompt or transform your own images, each with its own artistic character. Additional experimental pipelines ship in alpha for advanced users to explore.

  • A 4B flow transformer from Black Forest Labs under Apache-2.0, around 13 GB VRAM, with a distilled few-step variant and a Base variant tuned for LoRA training. The newest addition to the catalog.

  • The workhorse, with the deepest community LoRA and checkpoint ecosystem. The safe choice when you want maximum control over style.

  • Fast iteration for when you are hunting for the shape of a scene and want to see many directions quickly before switching to a heavier model to finish.

  • A modern MMDiT model with strong prompt adherence. The default when you want the description followed closely across a whole 360° scene.

  • Lightweight and quick, with a low VRAM footprint. Useful for fast blocking passes before you commit to a heavier model.

  • The most-tuned base in existence, with an endless supply of community checkpoints and LoRAs. The model to bring your own weights to.

  • A few-step flow transformer for fast drafts. Reach for it when you want a coherent world in a small number of steps.

  • An experimental instruction-editing pipeline for testing and feedback. Describe what you want in plain English, generate new panoramas, or edit existing ones. It also supports LoRA and five ControlNet Union modes.

  • Qwen-Image and Chroma1-HD are Alpha diffusion families. TeleStyle is an Alpha style-transfer layer, Real-ESRGAN is an Alpha upscaler, and Fractals and 360 Shaders are Alpha. These features are experimental, in active development, and kept separate from the seven production-ready families above.

Denoise

Dial in the effect

From scratch gives full creative range; from your own image, dial denoise from a light restyle to a complete reimagining.

Light effectStrong effect

tools

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.

compare & commit

Compare possible edits before deciding how to continue. Use the editing history to revisit earlier work. Hold the takes side by side. Commit the one you want.

Hold the view. Try another take.

Turn on Lock position and a Spot stops moving: yaw, pitch, roll, and field of view stay exactly where you put them. Every further preview aims at the same place and lands in the Variations filmstrip as a draft, so you can look at them side by side before deciding.

take 01
take 01: the marked region sits at the same yaw and pitch as the other takes, with a different result inside it
take 02 selected
take 02: the marked region sits at the same yaw and pitch as the other takes, with a different result inside it
take 03
take 03: the marked region sits at the same yaw and pitch as the other takes, with a different result inside it
Schematic: position and framing stay fixed; only the result changes.

Every committed edit has a place in the story

Tool previews can sit as drafts while you compare them. Commit the result you want, branch from an earlier image when you want to try a different direction, and see which operation produced each version.

Schematic of a derivation graph A draft node connects to a committed node, which continues along the chain to the node marked in the brand colour (the current head) and also runs down to a branch node.
Schematic: drafts are held for comparison; committing advances the project head.
draft
Tool work you are still considering. Drafts are held so you can compare them, and they do not move the project on their own.
commit
The take you selected becomes a project step and the graph head moves to it.
branch
Carry on from an earlier result without erasing the direction you already took.

Undo goes all the way back.

finish

Make it deliverable.

Aim a camera inside the finished world and pull the frame the delivery wants. The sphere is the source; the crops are what ships.

Upscale

Upscale

From the open render, choose Resize → Upscale for Alpha 2× / 4× / 8× / 16× Real-ESRGAN, up to a 16,384px edge. Projection-Aware Upscale keeps mid-latitudes wrap-aware and processes the polar caps separately before blending them back. 8192×4096 native, up to the 16384×8192 application cap with Real-ESRGAN upscaling.

Effects and grading

Post Process

29 GPU post-processing effects in seven groups (Detail, Color, Artistic, Film, Lens, Noise, and Finishing), applied across the whole sphere so the grade holds together at every heading. The colour system carries 59 bundled LUTs, .cube and zip import, LUT generation from one of your own photos, and a live preview against your current tile, plus ACES / AgX / Reinhard / Hable tonemapping with exposure, split toning, HSL, channel mixer, and gradient map.

Harvest — pull flat stills

Reframe & Export

Aim a view inside your panorama and export one flat still at a time at production resolution. Choose 16:9, 2.39:1, square, or a custom aspect, and write PNG or JPG. Your poses are saved so you can pull a new shot when the project changes. For a full environment map, use equirectangular export, including HDR or EXR for supported lighting workflows.

Equirectangular HDR/EXR export and flat Reframe output are different paths. Flat extraction is not an unclamped HDRI export.

AUTOMATION & AGENTS

Two faces over one Workflow file.

Build one world in the studio, or hand the same Workflow to a build script or your AI coding agent and get many worlds headlessly. The GUI, the CLI, and the agent all open the same Workflow. No second config system, no export step.

  • The plugin starts a local MCP server. Claude Code, Codex, or Grok can run Workflows headlessly — agentic coding aimed at 360°. For a large share of users this is the interface they touch the product through, so it is a first-class surface, not a footnote.

  • The hextile CLI runs a Workflow headlessly with override and merge. The template owns the pipeline, and the caller fills only the creative bits: prompt, seed, count, look. Named for vibe coders and game pipelines that want worlds produced by a build step rather than by hand.

  • The procedural pattern generators are a first-class Workflow input alongside 360-LoRA and your own images, not just an in-app tab. A math-driven starting image the render passes then do the look on top of.

  • Batch, matrix, and scheduled runs are the game-pipeline face: hand the factory one template and a set of overrides and it produces the variants, each as its own Run with a ledger and resume, all on your own machine.

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 Build and Grok Bot. 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.

the machine

What it runs on

Check your machine against this before you buy. It requires Windows 10 or Windows 11 (64-bit) with a CUDA-capable NVIDIA GPU. You can get by on less VRAM, but never on less than an NVIDIA GPU.

Local by design

Image processing runs on your own NVIDIA GPU. Your panoramas do not have to be uploaded to a generation service to be worked on, and there is no per-image cloud-generation charge from 360 Hextile.

What needs the network

Renders run offline once the models are cached. The first download of model weights, software updates, licence activation, and this website are separate network paths, described plainly rather than folded into a blanket privacy claim. The software is a one-time licence, not a subscription.

See how local processing works

Will your card run it?

Pick your GPU and see, pipeline by pipeline, what it can run and at which quantization. This picker is the one place a VRAM number lives: a readout for your own card, not a single floor printed at everyone.

System Requirements

Windows 10 (64-bit, 21H2+) or Windows 11 · CUDA-capable NVIDIA GPU · CUDA 12.1+

No AMD, Intel Arc, Apple Silicon, or integrated graphics.

VRAM depends on the pipeline you run. SDXL (the default) needs 12 GB. Lighter pipelines can run with less. Use the GPU picker above to check your card. · 16 GB recommended · 24 GB optimal

RAM: 16 GB minimum → 32 GB recommended · Storage: 50 GB free disk recommended

Check before you buy. We meant it.

own it

One licence. Buy it once.

One-time purchase. The full 360 image workspace ships with every licence.

Standard

$180 one-time

  • The whole 360 image workspace: every tool on this page
  • 2 machine activations
  • Perpetual commercial licence
  • 30-day money-back guarantee
View pricing

No subscriptions. Never.

Bring your next 360° image into the workspace

One licence, your own GPU, and the whole equirectangular workflow in one place.

all feature pages

Every feature page, by stage

The same order as the page above: the sphere, then the four stages, then the agents and the machine that run them.

technical reference

The full technical inventory

Every model, pipeline, compatibility note, ControlNet path, built-in and bring-your-own LoRA detail, and post-processing effect is listed in full below.

Supported Models & Pipelines

Diffusion pipelines, utility tools, and style transfer — each optimized for different creative workflows

Stable Diffusion XL

1024px native • 12GB VRAM

The most versatile pipeline. Rich ecosystem of LoRAs, Alpha IP-Adapter style transfer, and four managed ControlNet modes.

LoRAs 4 ControlNet modes IP Adapter · ALPHA

Stable Diffusion 3.5

1024px native • 16GB VRAM

Latest MMDiT architecture with superior prompt adherence and IP Adapter support. Medium, Large, and Large Turbo variants.

LoRAs No ControlNet No IP Adapter

Stable Diffusion 1.5

512px native • 6GB VRAM

The largest community ecosystem. Massive LoRA library, low VRAM requirements, and eight managed ControlNet modes.

LoRAs 8 ControlNet modes IP Adapter · ALPHA

Stable Diffusion 2.x

768px native • 8GB VRAM

Solid mid-range option with good depth-of-field rendering characteristics and four managed ControlNet modes.

LoRAs 4 ControlNet modes No IP Adapter

Qwen-Image ALPHA

Instruction-based • 13-48GB VRAM

Experimental 20B MMDiT with natural-language editing and generation. GGUF Q4 quantization runs on 16GB GPUs. Two modes: Generate and Edit. Supports LoRA and five ControlNet Union modes.

Generate Mode Edit Mode LoRAs ControlNet Union (5 modes) GGUF Q4

TeleStyle ALPHA

Style transfer • 12GB VRAM

Diffusion-based artistic style transfer using a reference style.

Style Transfer Structure-Guided No ControlNet

Post Process

Effects only • 0GB VRAM

Apply post-processing effects without AI inference. Sharpen, blur, color adjust, and more — runs on the CPU.

No GPU Required No inference

Format Converter ALPHA

Projection conversion • ~1GB VRAM

GPU-accelerated conversion between 5 projection formats. Experimental — projection conversion is in active development; not production-tested for all format combinations.

Equirectangular Fulldome (Domemaster) Fulldome Angular Cubemap Cross Rectilinear

Real-ESRGAN ALPHA

Any resolution • 4GB VRAM

AI upscaler for boosting output resolution up to the 16384×8192 application cap. Supports x2, x4, and anime-optimized models.

All licenses

FLUX.2 Klein

4B flow transformer • ~13GB VRAM (8GB GGUF Q4)

Compact production pipeline from Black Forest Labs. Qwen3 text encoder (512 tokens); Klein (8 steps) and Klein Base (20 steps, best for LoRA). Apache 2.0 licensed.

Production LoRAs Apache 2.0 No ControlNet

FLUX.1 Schnell

4-step generation • 24GB VRAM

Few-step flow matching from Black Forest Labs. The supported release path requires BF16-capable NVIDIA hardware and 24 GB VRAM. Apache 2.0 licensed.

Fast LoRAs Apache 2.0 No ControlNet

Chroma1-HD ALPHA

High-res diffusion • 19GB VRAM

FLUX-derived high-resolution diffusion tuned for vivid color and crisp detail — a middle ground between SDXL coherence and FLUX prompt adherence.

High-res Vivid color LoRAs

Z-Image Turbo

Few-step turbo • 8-16GB VRAM

Turbo-distilled pipeline for fast iteration. Trade a touch of fidelity for dramatically lower step counts — ideal for rapid concept passes and prompt previews.

Fast Few-step Low VRAM

ALPHA ALPHA engines are experimental, in active development, and not production-ready, and kept clearly separate.

Feature SDXL SD 3.5 FLUX.1 SD 1.5 SD 2.x Qwen TeleStyle Real-ESRGAN
LoRAs 9 built-in 3 built-in 3 built-in
Custom LoRAs
IP Adapter / Style Transfer ViT-H ViT-H Diffusion
ControlNet 4 modes 8 modes 4 modes 5 modes
Native Resolution 1024px 1024px 1024px 512px 768px Varies 1024px Any
Min VRAM 12 GB 16 GB 24 GB 6 GB 8 GB 13 GB 12 GB 4 GB

ControlNet Types by Pipeline

Install managed ControlNet models through Model Manager. Available modes differ by pipeline; Qwen-Image remains Alpha.

ControlNet Type SDXL SD 1.5 SD 2.x Qwen-Image
Canny Edge detection Union
Canny Small Compact edge model
Depth Depth map conditioning Union
SoftEdge Soft edge detection Union
OpenPose Human pose detection Union
Scribble Sketch input Union
Lineart Line extraction
MLSD Straight line detection
Segmentation Semantic regions
Normal Map Surface normals

Built-in LoRA Styles

SDXL LoRAs (9 included)

  • Watercolor Style
  • Pixel Art XL
  • Papercut Style
  • Crayon Style
  • Embroidery Style
  • 3D Render Style
  • Manga Line Art
  • Voxel 3D Style
  • LCM Accelerator

SD 3.5 LoRAs (3 included)

  • Turbo Realism 2.0
  • Photorealistic
  • Anime Style

+ Install your own custom LoRAs

SD 1.5 LoRAs (3 included)

  • Pixel Art
  • Studio Ghibli
  • LCM Accelerator

+ Thousands of community LoRAs compatible

Bring Your Own Models & LoRAs

The built-in pipelines and styles are just the start. Extend any supported family with your own LoRAs and base models — all local, all yours, no cloud lock-in.

Bring Your Own LoRAs

Drop any compatible .safetensors LoRA into your pipeline's folder and load it from the LoRA tab — including the thousands of community LoRAs from sites like Civitai. Stack multiple and tune each one's strength.

  • Per-family folders: SD 1.5, SD 2.1, SD 3.5, SDXL
  • Stack and blend multiple LoRAs
  • Adjustable per-LoRA strength

Bring Your Own Models

Add your own base models by HuggingFace URL or import a local diffusers-format model from disk. 360 Hextile auto-detects the architecture and matches it to a supported family — you're never locked to the bundled checkpoints.

  • Add via HuggingFace repository URL
  • Import local diffusers-format models
  • Architecture auto-detected per family

29 GPU post-processing effects

GPU-accelerated effects available on every pipeline — insertable at 4 stages: pre-process, post-tile, post-stitch, final

Color
  • ACES Tonemap
  • Color Grade (LUT)
  • Channel Mixer
  • HSL Adjustment
  • Split Toning
  • Gradient Map
Detail
  • Detail Enhance
  • Unsharp Mask
  • CLAHE
  • Edge-Preserving
  • Guided Filter
  • Bilateral Denoise
Film
  • Film Grain
  • Chromatic Grain
  • Halation
  • Sensor Noise
Lens
  • Bloom
  • Chromatic Aberration
Noise
  • Reaction-Diffusion
  • Blue Noise Dither
  • Procedural Noise
  • Noise Toolkit
Artistic
  • Stylization
  • Turing Texture
  • Turing Dither
  • Kuwahara
  • Real-ESRGAN Detail
Finishing
  • Denoise + Regrain
  • Frequency Separation

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