How it works

Generate and edit PBR materials inside Blender.

Choose Text Prompt to describe a material from scratch, or Material from Image to generate from an image. BaseColor builds the PBR material in Blender for you to tune on your mesh.

  1. 01

    Choose Text Prompt or Material from Image

    Use Text Prompt to describe the surface, or Material from Image to use an image as the source. Select 1K, 2K or 4K output.

  2. 02

    Generate four PBR maps

    Base color, roughness, normal and height maps return from cloud generation and are connected to a material in your scene.

  3. 03

    Tune it on your mesh

    Change UV tiling, roughness, normal strength and color exposure, then see the updated surface in the viewport.

The add-on

Inside Blender.

Generate from text or an image, adjust the surface and inspect its maps — in one material panel.

Inside Blender.

01 / Text / Image

Start with text. Or an image.

Choose Text Prompt to describe a surface, or Material from Image to use an image as the source. Select 1K, 2K or 4K and generate.

02 / Controls

Adjust the surface.

Set UV tiling, roughness, normal strength and color exposure on the generated material in Blender.

03 / Channels

Inspect each channel.

Preview the full PBR material or inspect its base color, roughness, normal and displacement maps one at a time.

Material from Image

Turn an image into a PBR material.

Start with an image of a surface instead of writing a prompt. BaseColor uses it to generate the maps and build a material in your Blender scene.

  1. 01

    Choose an image

    Select an image of the surface you want to work from in Material from Image.

  2. 02

    Generate the maps

    Choose 1K, 2K or 4K. Cloud generation produces base color, roughness, normal and height maps from your image.

  3. 03

    Adjust it in Blender

    Preview the material on your mesh. Set UV tiling, roughness, normal strength and color exposure.

Maps included

Four maps make up the material.

Base color defines appearance; metallic controls reflectivity; normal adds surface micro-detail.

Material preview rendered with studio lighting
Beauty

Preview of the generated material on the shader ball.

Color channel of the material
Color

The material’s base color and surface texture information.

Metallic channel on the object
Metallic

Defines metallic conductivity and specular reflection highlights.

Normal channel on the object
Normal

A tangent-space normal map used to reproduce fine surface micro-detail.

Next: material study

Compare the render, prompt and generated maps.

Explore materials ↗