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Can’t find your exact kitchen wood, floor tile, or wallpaper in the material catalog? Generate it. Material Studio turns a text description, a photo (yes, even a Pinterest screenshot), or an existing texture into a seamless PBR material — five production-ready texture maps you can paint onto any surface in your scene, or export for use anywhere.
The Materials tab with Patina Extract, a wood reference image, and a generated material

Generating a material in Material Studio

Open Material Studio

Two ways in:
  • Switch to Studio with the Edit / Studio toggle in the navbar, then open the Materials tab next to Generate.
  • From the paint tool: the first tile in the material catalog is New material — it jumps you straight here.

Pick a model

The Model card opens a picker with three material models, each for a different starting point:

Compose and generate

  • Prompt — describe the material (“brushed copper with green patina”). With Patina Extract, describe the surface to pull out of the photo (“the weathered brick wall”). Patina Maps needs no prompt at all.
  • Reference image — required for Extract and Maps. Pick a render or snapshot from your gallery, capture the viewport, upload a file, or just paste an image into the panel.
  • Resolution1K or 2K. Patina Maps follows the source image instead.
Hit Generate material. The result is square and seamlessly tileable, ready about a minute later in My generations — you can keep composing the next one while it runs. If a generation fails, the charged credits are refunded automatically.

From generation to painted surface

Click a generated material to open it: a rendered preview up top, then its Name, Visibility, Category, and Textures — the five maps behind every material (Base color, Normal, Roughness, Metalness, Height).
The material editor with base color, normal, roughness, metalness, and height maps

A generated material and its texture maps

Use in paint tool loads the material as your brush and drops you into paint mode — click any wall, floor, ceiling, or item part to apply it. Your generated materials belong to your account, not one project: they show up in the paint catalog’s Mine tab in every project you open.

Share it or keep it private

Each material has a visibility setting:
  • Private (the default) — only you can see and use it.
  • Community — anyone can find and use it from the paint catalog’s Community tab.
(Materials in the official Pascal library are curated by the Pascal team.) Deleting a material is permanent — its texture files go with it, and scenes already painted with it lose the material.

Export the maps

Every map can be downloaded individually — as PNG, WebP, or KTX2 (256, 512, or 1024) — so a material you generate for Pascal also works in the rest of your pipeline.

Watch it in action

Prefer to follow along on video? This walkthrough recreates a real kitchen’s wood from a single photo, then generates a wallpaper from text — and paints both onto the home.

Turn any photo into a 3D material with Pascal Material Studio

How credits work

Material generations draw from the same credit balance as Studio renders: the cost of one material is shown under the generate button next to your remaining balance, failed runs are refunded, and when the balance runs short the button becomes Buy more credits. See Credits for balances and packs.