Real PBR materials, not lighting baked into a colour map

Generate PBR Textures predicts five material maps on your model's existing UVs and wires them into a USD. It's the last step of every Marso pipeline, and the asset drops into Blender, Unreal Engine, Unity and the rest of your stack.

How to add PBR textures to a 3D model

  1. Connect your model.

    From 3D Generation, 3D Asset Edit or your Asset Library.

  2. Run it once.

    The same model always gives the same result.

  3. Check every channel.

    Step through the maps in the 3D viewer.

  4. Take the USD anywhere.

    Download it, or pick it up from your Library.

See it in action

A model goes in, and a finished asset comes out: five maps on its own UVs, wired into a USD. Switch PBR Textures off and on in the 3D viewer to compare.

Add PBR textures now
A knight shield on the floor of the 3D viewer, split down the middle: the model before PBR textures on the left, and with them on the right
A knight shield with PBR textures off, on the left, and on, on the right.

A finished asset, not just textures

5maps per asset

Your UVs stay put

The maps are predicted onto the model's existing UV unwrap, so nothing upstream gets undone.

8+tools that open it

Opens where you work

Every map is built into the USD's shader, so the asset drops into Blender, Maya, Arnold, Unity, Unreal Engine, Cinema 4D, Octane, Isaac Sim and any other tool that reads USD.

1run per asset

The same answer, every time

The process is deterministic. The same model gives the same maps every time, so there's no rerolling for a lucky result.

4semantic tags

Tagged, scaled and simulation-ready

Each asset is minted with its category, material type, scale and provenance, scaled correctly, and given physics properties, so it arrives simulation-ready.

Use cases

Questions about PBR textures

What 3D artists and simulation engineers ask before they texture their first model. Still unsure? The Free plan gives you 400 credits a month, with no card required.

PBR (physically based rendering) textures are image maps that describe how a surface reacts to light: its colour, its roughness, its metalness and its fine surface detail. Generate PBR Textures predicts five of them for your model, so it looks right under any lighting, in any renderer.

Five maps: albedo, roughness, metallic, IOR and normal. Each one is predicted onto your model's existing UVs and wired into the shader of a USD, so there's nothing to connect by hand.

No. Generate PBR Textures predicts the maps onto the UV unwrap that your model already has, so nothing upstream is undone.

Yes. Upload your own mesh to your Library and connect it to Generate PBR Textures, as you would a model from 3D Generation or 3D Asset Edit. The maps are predicted onto the UVs it already has.

Generate PBR Textures is deterministic: the same model always gives the same maps, so there's nothing to reroll. To change the result, change the model itself in 3D Generation or 3D Asset Edit, then run it again.

A USD with every map built into its shader. It opens in Blender, Maya, Unity, Unreal Engine, Cinema 4D, Isaac Sim and any other tool that reads USD. Download one asset, or a whole scene as a zip, or import it from the Marso add-on for Blender.

Real materials, ready for your engine

Run it once and take the USD wherever you work.

Add PBR textures now

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