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Generation modes
The Texture workflow setting on the Texture page decides how StableGen creates or updates textures. (The legacy panel labels it Generation Mode.) Presets set it for you; change it when you want a different workflow.
Every workflow works from the scene cameras: StableGen renders guidance images from each camera, sends them to ComfyUI, and projects the returned images back onto the meshes. How the projections are combined is controlled on the Blending page; see Blending and projection. Target objects chooses whether all visible meshes or only selected meshes are textured.
The settings specific to the current workflow are in the Mode settings section of the Texture page.
SDXL and MOSS Image use these workflows. The model draws each view from the prompt, steered by depth and other guidance maps through ControlNet (SDXL) or a control adapter (MOSS Image). In sequential generation, each view inpaints only what earlier views have not covered.
| Workflow | What it does |
|---|---|
| Generate Separately | Generates each camera's image independently. Earlier views are not used as context. |
| Generate Sequentially | Generates one camera at a time. Each new view inpaints the regions not yet covered by earlier views, using a render of the current texture as context. |
| Generate Using Grid | Generates all views together as a single grid image, then splits it into camera images. Fast, but at a lower resolution per view. |
| Refine/Restyle Texture (Img2Img) | Renders the existing texture from each camera and modifies it with the current prompt. Works on textures not made by StableGen. |
| Local Edit | Generates changes from existing views and blends them over the current projection with feathered edges. |
| Masked Edit | Regenerates only a region you paint on the model. See Masked Edit. |
| UV Inpaint Missing Areas | Bakes the texture and inpaints untextured areas in UV space instead of camera space. |
Because views do not see each other, consistency depends on the shared prompt, geometry guidance and, optionally, IPAdapter. Enable Use previous view as reference to feed an earlier generated image to IPAdapter; Reference source selects the first or the most recent view, the original render, or the TRELLIS.2 input image. The Architecture preset uses this workflow with a high blending exponent, so each surface takes its texture from the most direct camera.
The camera generation order matters in this workflow: the first view sets the appearance that later views continue. The visibility masks that decide what to inpaint are controlled by Full-visibility tolerance, Coverage low point and Coverage high point, and Smooth previous-view coverage produces soft rather than hard mask edges. The Inpainting Options section holds the masking settings shared with UV Inpaint, such as Differential Diffusion, Blur Mask and Mask expansion (px).
Use previous view as reference works as in Separately. Regenerate First Image regenerates the first view with IPAdapter applied.
Enable Refine generated views to run an image-to-image pass over each view after the grid is split. The refinement has its own sampler, scheduler, Edit strength, steps, CFG and an optional Refine Prompt.
Edit strength controls how far each view may move from the current texture. Low values add detail; high values restyle.
Point one or more cameras at the area to change and describe the change. The new images blend over the existing material instead of replacing it. Blending is controlled by:
| Setting | Effect |
|---|---|
| Edit strength | How much each view may change. |
| Use Angle-Based Blending | Fades contributions on surfaces seen at a grazing angle, between Angle ramp low point and Angle ramp high point. |
| Image-frame fade | Fades contributions toward the edges of each camera image. |
| Projection silhouette fade | Fades contributions near the silhouette edges of the projection. |
| Match Colors to Viewport | Matches each new view's colors to the current texture before blending. Methods: MKL, Histogram, Reinhard, MVGD, HM–MVGD–HM and HM–MKL–HM. |
UV Inpaint works on baked UV textures. Bake first with your preferred unwrap so that the inpainting does not have to unwrap during generation; the Uv Inpainting preset description recommends this. Allow updating textured areas lets the model also change areas that already have texture. Ask for Object Specific Prompts uses a separate prompt for each object instead of the shared prompt.
Qwen Image Edit, Qwen Image 2.1, Qwen Image 2.1 Turbo and FIBO 2.0 Edit use these workflows. The model receives images for each view, such as a guidance map, earlier views or a render of the current texture, and edits them following an instruction. The workflow menu offers four entries:
| Workflow | What it does |
|---|---|
| Generate | Generates new per-camera images. The presets of these architectures generate the views sequentially. |
| Refine | Restyles the existing texture across all views. |
| Local Edit | Changes the areas the cameras point at and blends them over the existing material, as Local Edit above. |
| Masked Edit | Regenerates only a painted region. See Masked Edit. |
These workflows are guided by reference images rather than ControlNet and IPAdapter. They are configured in the Image guidance section:
| Setting | Purpose |
|---|---|
| Guidance Map | The structural image for each view: Depth Map, Normal Map, Workbench Render or Viewport Render. |
| Use External Image as Style | Use an image file as the style reference. External for Initial Only applies it to the first view only. |
| Use previous view as reference | Use the first or most recent generated view as a reference. |
| Context Render | In sequential generation, how the render of the current texture is supplied: Disabled, Replace Style Image or Additional Context. |
| Hard view segmentation | With a high View weight exponent, gives each surface region to the camera with the dominant projection weight during generation. Used by the Voronoi presets. |
| Protect reliable context | Protects texture that earlier cameras saw reliably and marks the rest for regeneration. Minimum trusted view quality sets the threshold. See Blending and projection. |
In Refine and Local Edit, Use Previous Refined View adds the last edited view as a reference and Use Depth Map adds the depth map as structural guidance.
StableGen sends instruction prompts to the model in addition to your text. Enable Custom Guidance Prompts to edit them; the reset buttons restore the defaults.
After a generation, select one or more cameras. The generate button changes to Regenerate selected views, which regenerates only those views and keeps the others. It requires a previous generation and is available when the workflow is Generate Separately or Generate Sequentially; Generate in the image-editing workflows qualifies because their presets run it sequentially. Click All views in the footer to clear the camera selection.

Reproject rebuilds the projection from the saved camera images using the current blending settings. It does not generate new images, so it is the quickest way to try blending changes. In the StableGen panel, the Bake button is disabled until you reproject after changing a setting that affects projection.
Mirror last projection on the Tools page duplicates the last projection camera and its image across the chosen axes (X by default), which helps complete symmetric objects.
Getting started
Texturing
Mesh generation and rigging
Output and automation