Material Patterns generates seamlessly tiling PBR (Physically Based Rendering) materials for games, CGI, and 3D production. Describe a material in text, extract one from a real photo, or predict PBR maps from an existing texture — all with built-in upscaling to 4x resolution and full map sets ready for any 3D engine.
Creating production-ready PBR materials normally requires specialized software like Substance Painter or a skilled texture artist. This tool generates complete map sets — base color, normal, roughness, metalness, and height — from text or images, with seamless tiling that works in any direction.
What you can do
- generate_material — create a seamless PBR material from a text description, optionally guided by a reference image
- extract_material — convert a real-world photograph into a clean, tileable PBR texture (handles shadows, angles, and uneven lighting)
- predict_maps — predict PBR maps from an existing texture image without re-generating the base
Who it's for
Game developers who need tileable environment textures at scale. 3D artists and VFX teams building production pipelines. Architects and product designers who need realistic material renders quickly.
How to use it
- Use generate_material with a text prompt for new materials — "mossy stone wall", "brushed aluminium", "weathered oak planks"
- Use extract_material when you have a photo of a real surface — pass the image URL and describe which part to extract
- Use predict_maps when you already have a base texture and just need the PBR maps generated for it
- Set upscale_factor to 2 or 4 for higher resolution output, and choose which maps you need via the maps parameter
Getting started
Start with generate_material and a material description. The default output is all five PBR maps at 1024x1024 with seamless tiling in both directions.