Hexagonal Tiling
Render a panorama through neighbouring faces on the sphere, with shared context between regions.
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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.
The Tiles Tool
How It Works
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.
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.
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
12 factory templates — pick a polyhedron; new renders default to Dodecahedron (12 tiles)
Included Factory Templates
Dodecahedron
Picker default — 12 tiles for daily work
- Starts a new render unless you picked something else last time
- Preset 12 on the Multi-Pass ladder
- Regular factory set — open in the picker
- Factory tile masks are 1024×1024
Truncated Icosahedron
32 tiles — soccer-ball hex density
- Regular factory set
- Preset 32 — daily 12 → 32 Multi-Pass ladder
- Hex faces on a soccer-ball mesh
- Native density; output size is a separate setting
Goldberg GP(3,0)
92-face Goldberg — densest shipped factory
- Regular factory set
- 92-face Goldberg GP(3,0) sphere
- Polish pass when you want more faces
- Same 1024×1024 factory tile masks
Included Also in the picker
Regular factory
Six shapes, open in the menuCube (6), Dodecahedron (12), Truncated_Icosahedron (32), Chamfered_Dodecahedron (42), Goldberg_GP_2_1_72 (72), Goldberg_GP_3_0 (92-face Goldberg GP(3,0)).
Irregular factory
Six more, collapsed in the menuRhombic_Dodecahedron (12), Icosahedron (20), Rhombicuboctahedron (26), Disdyakis_Dodecahedron (48), Pentakis_Dodecahedron (60), Deltoidal_Hexecontahedron (60).
Four old TILEGEN layouts still ship under collapsed Legacy Templates (Hextile_12_DODECA, Hextile_20_2K, Hextile_32_3K, Hextile_44_4K). They are a footnote, not the product default.
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.
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 | 12 factory templates (picker default Dodecahedron; Regular and Irregular polyhedra including Goldberg GP(3,0) 92-face) • 4 legacy TILEGEN layouts (footnote, not the default) • 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 $180. No subscription, no per-render cloud charge.
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