> ## Documentation Index
> Fetch the complete documentation index at: https://editor.pascal.app/docs/llms.txt
> Use this file to discover all available pages before exploring further.

# Material Studio

> Generate seamless PBR materials from a text prompt, a photo, or an existing texture — and paint them straight onto your 3D home.

Can't find your exact kitchen wood, floor tile, or wallpaper in the
[material catalog](/docs/items/materials-and-paint)? 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.

<Frame caption="Generating a material in Material Studio">
  <img src="https://mintcdn.com/pascal-editor/WKh7wQx5MktQ0KiH/images/ai/material-studio-generate.webp?fit=max&auto=format&n=WKh7wQx5MktQ0KiH&q=85&s=7dd74dde3128115c2a6b991d41d31318" alt="The Materials tab with Patina Extract, a wood reference image, and a generated material" width="1214" height="1744" data-path="images/ai/material-studio-generate.webp" />
</Frame>

## 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](/docs/items/materials-and-paint#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:

| Model               | Start from          | What it does                                                                                                                      |
| ------------------- | ------------------- | --------------------------------------------------------------------------------------------------------------------------------- |
| **Patina Material** | a text prompt       | Generates a seamless PBR material from a description alone.                                                                       |
| **Patina Extract**  | a photo + a prompt  | Extracts a material from a reference image, guided by the surface you describe — photograph a real wall or floor and recreate it. |
| **Patina Maps**     | an existing texture | Turns a texture image you already have into the full PBR map set, keeping its original layout.                                    |

## 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.
* **Resolution** — **1K** 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**).

<Frame caption="A generated material and its texture maps">
  <img src="https://mintcdn.com/pascal-editor/WKh7wQx5MktQ0KiH/images/ai/material-studio-texture-maps.webp?fit=max&auto=format&n=WKh7wQx5MktQ0KiH&q=85&s=ad24ee423b2b843b814a22e4ec272920" alt="The material editor with base color, normal, roughness, metalness, and height maps" width="801" height="822" data-path="images/ai/material-studio-texture-maps.webp" />
</Frame>

**Use in paint tool** loads the material as your brush and drops you into
[paint mode](/docs/items/materials-and-paint) — 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.

<Frame caption="Turn any photo into a 3D material with Pascal Material Studio">
  <iframe className="w-full aspect-video rounded-xl" src="https://www.youtube.com/embed/RoVJ2IPhSaI" title="Turn Any Photo Into a 3D Material — Pascal Material Studio" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowFullScreen />
</Frame>

## How credits work

Material generations draw from the same credit balance as
[Studio renders](/docs/ai/studio-renders#how-credits-work): 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](/docs/account/credits) for balances and packs.
