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| title: "Material Maps - Normal, Height, Roughness from One Image" | |
| emoji: 🧱 | |
| colorFrom: indigo | |
| colorTo: purple | |
| sdk: gradio | |
| sdk_version: 6.1.0 | |
| python_version: "3.12" | |
| app_file: app.py | |
| pinned: false | |
| models: | |
| - InvokeAI/pbr-material-maps | |
| - jingheya/lotus-normal-g-v1-1 | |
| - openai/clip-vit-base-patch32 | |
| license: apache-2.0 | |
| short_description: "PBR normal, height, roughness, metallic maps from a texture." | |
| # Material Maps - Normal, Height and Roughness from One Image | |
| Turn one picture of a surface, a texture tile or a photo, into the maps a PBR renderer needs: a tangent-space normal map (OpenGL, or DirectX on request), a 16-bit height map, roughness and metallic. The maps come back at the picture's size, up to 1024 pixels, and a seamless picture gives seamless maps: every network pads by wrapping around the edges. | |
| Height is not guessed from brightness. Nets trained on texture sets (the Material Map Generator ESRGAN models) read painted bricks as raised and white mortar as sunk, which a brightness-based height map gets backwards. Lotus-G, a surface-normal diffusion model, adds the broad shape of stones and bricks, and CLIP names the material to set how rough it is and whether it is metal. | |
| API endpoint, one GPU call, about a second on the GPU: | |
| - `/material_maps(image, directx=False)` returns `normal.png`, `height.png` (16-bit), `roughness.png`, `metallic.png` and a JSON note (`material`, `classes`, `roughness_level`, `metal`, `seconds`). | |
| ## Free on 3D Valley | |
| Used by the texture generator and the normal map tool on [3D Valley](https://3dvalley.com). Built by [Upsampler](https://upsampler.com), which also offers AI image generation, editing, upscaling, and enhancement tools. | |