Surface Material Generation
Generate PBR surface materials: seamless texture PNG (imported as Default Texture) + ready-to-use Unity .mat material, saved to Assets/TJGenerators/History/ by default.
Getting Started
Start from GUI
Menu: AI > Generate > Generate Surface Material, or refer to the getting started section of 3D Model Generation.
Start from CLI
Use the generate_material tool to generate PBR materials. After generation, the material is automatically saved and ready to use in your scene.
Input Modes (at least one required):
| Mode | Parameters | Description |
|---|---|---|
| Text-to-Material | prompt | Pure text description |
| Image-to-Material | image_path (+ optional prompt) | Reference image + text guidance |
| Material Type Preset | preset_id | 13 presets (auto-supplements type prompt) |
| Pattern Template | pattern_id | 12 texture patterns (requires pre-generated template) |
Combined prompt structure:
preset.prompt + ", " + style.prompt + ", " + your prompt. After settingpreset_id+style_id, you typically don't need to write a detailed prompt.
Models
Huoshan SeeDream Material (Only Model)
- generator_id:
huoshan_seedream_material(only option, default) - Use Cases: PBR materials for 3D object surfaces (metal, wood, stone, fabric, etc.)
- Output: Seamless PNG texture (Default Texture) + Unity
.matmaterial - Key Parameters:
prompt: Additional text description (combined with preset + style)image_path: Reference image path (overridden bypattern_idtemplate if present)preset_id: Material type presetpattern_id: Texture pattern template (requires pre-generation)style_id: Surface conditionsize: Texture size (default2048x2048)
Material Type Presets (preset_id, 13 types, auto-sets Metallic/Smoothness)
| ID | Name | Metallic | Smoothness |
|---|---|---|---|
metal | Metal | 0.9 | 0.8 |
wood | Wood | 0 | 0.3 |
stone | Stone | 0 | 0.1 |
fabric | Fabric | 0 | 0.3 |
leather | Leather | 0 | 0.3 |
concrete | Concrete | 0 | 0.1 |
brick | Brick | 0 | 0.1 |
tile | Tile | 0 | 0.1 |
glass | Glass | 0 | 0.95 |
ceramic | Ceramic | 0 | 0.5 |
grass | Grass | 0 | 0.5 |
sand | Sand | 0 | 0.5 |
snow | Snow | 0 | 0.5 |
Texture Pattern Templates (pattern_id, 12 types)
uniform (uniform smooth), horizontal_lines (horizontal stripes), vertical_lines (vertical stripes), cross_hatch (cross hatch), diagonal (diagonal), wave (wave), noise (noise rough), honeycomb (honeycomb), brick_layout (brick layout), scales (scales), cracks (cracks), woven (woven).
Surface Conditions (style_id, 5 types)
new (brand new), aged (aged), dirty (dirty), wet (wet), weathered (weathered).
Size Options (size, 3 types)
1024x1024 (1K, mobile), 2048x2048 (2K, default), 4096x4096 (4K, close-up/hero).
Optimization
Prompt + Preset Combination
- Prefer
preset_id+style_idover pure text descriptions for more accurate PBR value generation - Combination example:
preset_id: "metal"+style_id: "aged"+prompt: "rusted iron with orange patina" - Pattern templates can quickly generate regular textures (floor tiles, wall bricks, honeycomb structures, etc.), reducing trial and error
- Describe the surface, not the object (avoid "a sword"; describe the surface texture instead); you can add
"seamless tileable"
Size Selection
- 1024x1024: Mobile/casual games, smaller file size
- 2048x2048 (recommended): Desktop, quality-performance balance
- 4096x4096: Hero assets/close-ups, larger file size
Parallel Generation
- Maximum 5 concurrent tasks
Pattern Template Pre-generation
- ⚠️
pattern_idrequires first pre-generating the template in Unity Editor via AI > Development > Generate Texture Direction Template - When the template file doesn't exist,
pattern_idis ignored and falls back toimage_path
Notes
- ⚠️ Generation takes 60–180 seconds
- ⚠️ At least provide one of
prompt/preset_id/pattern_id/image_path;preset_idalone is sufficient - ⚠️ Material ≠ Sprite: Materials are for 3D object surface PBR textures, sprites are for 2D icons/avatars — don't mix the tools
- ⚠️ Pattern templates require pre-generation: Before using
pattern_id, run the Editor menu AI > Development > Generate Texture Direction Template - ⚠️ Material type presets automatically set Metallic/Smoothness, no manual adjustment needed
- ⚠️ Output path: Default
Assets/TJGenerators/History/ - ⚠️ Domain Reload: Do not write
.csfiles to disk during generation