Research map / 3D vision / 3D generation
Material Anything: Generating Materials for Any 3D Object via Diffusion
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Material Anything adapts a pre-trained Stable Diffusion image model with a triple-head U-Net, rendering loss and confidence masks to generate PBR materials for 3D meshes view-by-view, then refines them in UV space.
Problem
Generating physically based materials (albedo, roughness-metallic, bump) for 3D objects under diverse lighting and texture conditions (texture-less, albedo-only, generated, scanned) in an automated, robust, end-to-end way, with multi-view consistency.
Approach
Reformulate 3D material generation as image-based material estimation using a pre-trained image diffusion model with a triple-head U-Net (one branch per material group), a rendering loss, and a confidence mask that signals illumination reliability; progressive confidence-guided view generation and a UV-space diffusion refiner enforce consistency.
Key results
- Achieves FID 100.63 vs 103.81 for NvDiffRec and 116.41 for Text2Tex on texture-less inputs, and CLIP score 31.06 (best among compared texture methods).
- Triple-head U-Net and rendering loss reduce mean albedo RMSE from 0.0800/0.1442 (ablations) to 0.0604 (full).
- Confidence mask lowers mean material RMSE from 0.1235 without it to 0.0899 with it.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use triple-head U-Net instead of a vanilla U-Net that outputs all materials as one 12-channel latent (ablation) | Material Anything · Objaverse objects (1,000 objects), albedo | RMSE: 0.0800 -> 0.0604 | Helped |
| add rendering loss (ablation) | Material Anything · Objaverse objects (1,000 objects), albedo | RMSE: 0.1442 -> 0.0604 | Helped |
| add confidence masks (ablation) | Material Anything · Objaverse objects (1,000 objects), mean across lighting conditions | RMSE: 0.1235 -> 0.0899 | Helped |
| initialize new views with known materials from other views (ablation) | Material Anything progressive material generation · Multi-view material consistency | material consistency | Helped |
| add UV-space material refinement (ablation) | Material Anything · UV material maps with self-occlusion holes | completeness | Helped |
Limitations
- Relies on a coarse texture generation step for texture-less meshes, whose lighting artifacts the method must handle.
- Evaluation on only 20 textured objects for FID/CLIP is small in scale.
Experimental setup
Datasets: Objaverse Material3D
Benchmarks: Objaverse (1,000 objects, RMSE) 20 textured objects (FID/CLIP)
Metrics: FID CLIP score RMSE
Baselines: Text2Tex SyncMVD Paint3D NvDiffRec DreamMat Make-it-Real Rodin Gen-1 Tripo3D
Builds on: Stable Diffusion Text2Tex Paint3D v-prediction
Closest papers by meaning
- Material Palette: Extraction of Materials from a Single Image (CVPR 2024 · similarity 0.90)
- Alchemist: Parametric Control of Material Properties with Diffusion Models (CVPR 2024 · similarity 0.89)
- Intrinsic Image Diffusion for Indoor Single-view Material Estimation (CVPR 2024 · similarity 0.88)
- MatFuse: Controllable Material Generation with Diffusion Models (CVPR 2024 · similarity 0.88)
- Eclipse: Disambiguating Illumination and Materials using Unintended Shadows (CVPR 2024 · similarity 0.88)
- TexGaussian: Generating High-quality PBR Material via Octree-based 3D Gaussian Splatting (CVPR 2025 · similarity 0.87)
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