
When we are using textures to render our 3d models, sometimes we see texture duplicates in some elements. These are called non tileable texture. Here is a trick to make tileable textures for our 3dmodels.
This duplicate textures often happens when we use picture of a texture taken from us. The best solution is to take pictures with cloudy sky. Thus light evenly spread solves the origin of the problem.
But what if we have a texture and the brightness is not uniform? Inevitably give signs of duplication .. how to solve the problem and make tileable texture?
We should use a photoshop filter called High Pass Filter! Follow the workflow shown below to understand how to arrange the levels on photoshop:

So, here the 3 steps to balance luminosity:
- Duplicate the layer
- Apply it Filters> Other > High Pass Filter (choose the right vaule in order to preserve details)
- Assign it ”Luminosity“
Here a little test: before (test1: NO tileable texture) and after (test2: tileable texture) the “treatment”:

I hope this simple tutorial can help you to balace luminosity in your textures! and have very realistic tileables textures.
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