Texture Tiler
See your seams and tiling density before you commit
- image
- image
If you've ever made a texture seamless, saved it, loaded it into a game, and only then noticed a visible seam marching across the wall - Texture Tiler is the node you should have run first. It repeats any texture into a grid, so you can inspect the tiling pattern in ComfyUI instead of discovering the problem in-engine.
It's a preview tool, not a generator: nothing gets blended or healed. It just copies your image N times across and M times down and hands you the result. That simplicity is the point - you get an honest look at what the tiling will actually do.
Two modes, one toggle
The scale_to_input boolean decides what "a grid" means:
- OFF (default) - the output grows. A 512×512 input with 3×3 tiles becomes a 1536×1536 image, each tile at full original resolution. This is the seam check: at full res you can see exactly where edges meet and whether your seamless tile actually holds together. 2×2 is the ideal layout for this.
- ON - the output stays input-sized, so each tile is smaller. A 4×4 or 8×8 grid scaled back down shows you the density of the pattern - is the brick repeating too often, is the scale of the noise going to look like static on a big surface? This is the frequency preview.
That's really all there is to it. tile_x and tile_y run 1–8 each, and the single image output feeds Save Image or Preview Image.
Installing it
Texture Tiler is part of ComfyUI-TextureAlchemy. Via ComfyUI Manager, search "Texture Alchemy", install, restart. Manual:
cd ComfyUI/custom_nodes
git clone https://github.com/amtarr/ComfyUI-TextureAlchemy
# restart ComfyUI
No extra dependencies, no model downloads - it's pure PyTorch, so no VRAM surprises either. Look for it under Add Node → Texture Alchemist → Texture. One install note: the README tells you to copy a ComfyUI_PBR_MaterialProcessor folder into custom_nodes; that's the pack's old name from before it was rebranded, and you should ignore it in favor of Manager or the git clone.
The workflow it's built for
The pack's own docs recommend the pairing: make your texture seamless with the Seamless Tiling Maker, run it through Texture Tiler at 2×2 with scale_to_input off to check the seam quality, then flip to 4×4 with it on to judge the repetition frequency before you commit the material. If a seam shows up, grab the offset node in the same pack (or the edge mask from the seamless maker) and fix it there - cheaper than discovering it after an hour of baking.
Inputs (4)
| Name | Type | Default | Description |
|---|---|---|---|
| image | IMAGE | — | |
| tile_x | INT | 21–8 | Number of horizontal tiles |
| tile_y | INT | 21–8 | Number of vertical tiles |
| scale_to_input | BOOLEAN | false | If True, scales output back to input size (tiles appear smaller). If False, output size increases. |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| image | IMAGE | — |