Feature

Hexagonal Tiling

Slice the sphere into interlocking hexagons and pentagons and seamlessly blend between them

Drag to orbit · Scroll to zoom · Switch shapes

Many panorama workflows generate or blend in a flat 2D plane, then warp the result into an equirectangular image. That projection can stretch the poles and expose seams where regions meet. 360 Hextile instead works directly in sphere-space on a polyhedral mesh.

The mesh can use up to a 92-face Goldberg GP(3,0) sphere. Each face is processed with shared context from its neighbors, so adjacent regions agree at their boundaries and the poles receive native-resolution faces rather than stretched planar pixels.

Sphere-space is also what lets every tool act at true angular size: you navigate the live 360 viewer, and edits land on the region you are actually looking at — not a stretched patch of a flat rectangle.

How It Works

1

Work in Sphere-Space

The panorama is mapped onto spherical geometry so tile placement follows direction and latitude instead of treating the poles like stretched edges of a flat image.

2

Process Polyhedral Faces

A selected polyhedral template divides the sphere into faces. Each face is inpainted with shared neighboring context so generated content continues across its boundaries.

3

Reassemble the Panorama

The processed faces are blended back into a standard equirectangular image. Because neighboring faces share generation context, their boundaries blend rather than butt together.

Why Hexagons?

Even Distribution

Hexagons tile a sphere more evenly than squares, avoiding the extreme distortion that occurs at the poles with traditional rectangular grids. Each tile covers approximately equal area.

More Neighbors

Each hexagon touches 6 neighbors (vs. 4 for squares), providing more context for AI models during inpainting and enabling smoother propagation of generated content.

Natural Overlap

The geometry of hexagons creates natural overlap zones built for gradient blending. This softens the harsh edge artifacts common with rectangular tile approaches.

Efficient Processing

Fewer tiles needed to cover the same area compared to squares at equivalent overlap. This means faster processing and lower VRAM usage.

Rendering Templates

16 factory templates — choose the right balance of speed, detail, and geometry for your project

Included Primary Hextile Templates

20

Fast Template

20 tiles for rapid iteration

  • Fewest tiles for full coverage
  • Ideal for previews and testing
  • Lowest VRAM requirements
  • Best for quick previews
32

Balanced Template

32 tiles for quality and speed

  • Best quality-to-speed ratio
  • Suitable for most projects
  • Good detail preservation
  • 32-face native density; up to 16384×8192+ with Real-ESRGAN upscaling
44

Detail Template

44 tiles for higher fidelity

  • Highest built-in detail
  • Ideal for final production
  • Best for complex scenes
  • 44-face native density; up to 16384×8192+ with Real-ESRGAN upscaling

Included Specialized Geometry Variants

12

Dodecahedron Templates

8 variants — blur, FOV, and color-shifted

12-face dodecahedral geometry with 8 specialized variants optimized for different blending modes, blur levels, and field-of-view settings.

26

Rhombicuboctahedron

26 faces — high coverage geometry

Archimedean solid with 26 faces providing excellent spherical coverage and even tile distribution — a mid-density geometry option between the 20- and 32-tile Hextile templates.

Included Custom Template Builder

Build Your Own Templates

Unlimited tiles — GPU-limited, not tier-gated

The procedural template builder is included with every valid license — create custom rendering templates with any number of tiles at any resolution. Design templates tailored to your exact project requirements, limited only by your GPU.

  • Procedurally generate templates with unlimited tile counts
  • Work at any resolution — only your GPU is the limit
  • Fine-tune tile overlap and blending parameters
  • Save and reuse custom templates across projects

Unlimited Tiles

100, 200, 500+ tiles — whatever your project needs

Hexagons vs. Squares

Traditional square grids create visible seam patterns, especially at high latitudes where tiles become extremely distorted. Hexagonal tiling markedly reduces these artifacts.

Square grids: 4 neighbors, corner artifacts
Hexagonal grids: 6 neighbors, even blending
Hexagonal grids: Even distribution pole to pole

Intelligent Propagation

Multiple strategies for tile processing order

Random

Process tiles in random order for organic, unpredictable results with maximum variation.

Spiral

Start from center and spiral outward, maintaining coherent context as generation expands.

Neighbor-based

Prioritize tiles with most completed neighbors for maximum context during generation.

Technical Specifications

Template Options 16 factory templates (3 primary Hextile + 13 polyhedral bases incl. Goldberg GP(3,0) 92-face, Goldberg GP(2,1), Icosahedron, Truncated Icosahedron) • Custom templates (any valid license)
Tile Shape Regular hexagon with 1024×1024px extraction
Projection Method Geodesic spherical mapping
Blending Pre-computed gradient masks with feathered edges
Overlap Zone ~15% of tile radius for boundary transitions
GPU Acceleration CUDA via CuPy for projection math
Propagation Strategies Random, Spiral, Neighbor-based
Output Resolutions 8192×4096 native, up to 16384×8192+ with Real-ESRGAN upscaling (any valid license — GPU-limited, not tier-gated)
Availability Included

Work on your own GPU

One-time licence from $360. No subscription, no per-render cloud charge.

30-day money-back guarantee on every purchase.

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