Choose your source
Start with well-lit stone, wood, paper, fabric, grunge, or hand-painted artwork. High-contrast objects are more likely to repeat visibly.
From fabric and stone to illustrations and game assets: blend stubborn seams, reposition details, and see how your texture repeats before you export.
Load an image, tune its edges, and inspect the repeat.
Choose an image or try a sample to see edge blending in action.
Inspect tile joins and repeated details.
Start with well-lit stone, wood, paper, fabric, grunge, or hand-painted artwork. High-contrast objects are more likely to repeat visibly.
Feather merges opposite boundaries, center patching covers relocated seams, gradient correction reduces drift, and mirror mode guarantees symmetrical repetition. Adjust offsets to move distinctive features.
Use the aspect-correct multi-tile preview and optional grid to spot pattern repetition. The edge-match statistic measures only opposite boundary pixels.
No. Your image is decoded, processed, and exported inside this browser. Processing uses a local Web Worker, not an online service.
No. The methods align stored border pixels, but recognizable shapes, shadows, perspective, lighting gradients, and strong features can still repeat. Try multiple crops and offsets.
Use PNG for lossless color and transparency, WebP for smaller textures, and JPEG for maximum compatibility where transparency is not needed.
PNG, JPEG, and WebP files up to 20 MB with a decoded size of at most 35 million pixels. Working previews are reduced for responsiveness, and exports are capped at 2048 pixels on their longest side.
Create a repeating image tile with feather, gradient, mirror or patch methods, tune crop and focal placement, and inspect opposite edges before export.
Start with a stone or fabric texture, use mirror blending, adjust the focal crop and compare the four tile boundaries in a 3×3 preview before exporting a PNG tile.
Exact opposite-edge byte matching applies to lossless RGBA output, not a guarantee that the repeat looks natural. JPEG and lossy WebP can change edge values. Source is bounded at 20 MiB/35 megapixels; processing is capped at 4,194,304 pixels and 2048 pixels on the longest output side. A 3×3 sheet uses a smaller tile. Review alpha, seams and output format.
No. Byte equality applies to opposite edges in lossless RGBA but cannot remove visual seams or repeated patterns.
The sheet uses a smaller tile to stay within output bounds; inspect the standalone tile too.