cs.CVMar 17, 2026
SaveVideoMatGen: PBR Materials through Joint Generative Modeling
Organizations: NVIDIA
Abstract
We present a method for generating physically-based materials for 3D shapes based on a video diffusion transformer architecture. Our method is conditioned on input geometry and a text description, and jointly models multiple material properties (base color, roughness, metallicity, height map) to form physically plausible materials. We further introduce a custom variational auto-encoder which encodes multiple material modalities into a compact latent space, which enables joint generation of multiple modalities without increasing the number of tokens. Our pipeline generates high-quality materials for 3D shapes given a text prompt, compatible with common content creation tools.
Figures & tables
Figure 2: Our method starts from a known 3D model and a text prompt. We first render videos of normal maps and world space positions. Next, these conditions are encoded into latent space, using a pretrained encoder, , to produce latent conditions, . These are concatenated with noisy latents, , representing material modalities, along the channel dimension. The latents and text prompt are then passed to our finetuned video model, which generates a denoised latent, . The denoised latent is decoded into videos of the intrinsic material channels: base color, roughness, metallicity, and height, using a custom VAE decoder which decodes all material properties jointly. Finally, we project the generated views into texture space to extract high quality, standard PBR materials.
Figure 3: Material generation. We compare against Hunyuan3D Paint 2.1 [ 18 ] (image and text guided versions) and VideoMat [ 37 ] (text) on three example meshes from the BlenderVault [ 33 ] dataset. We encourage the reader to zoom in and compare the quality of the intrinsics (base color, roughness, metallicity), as well as to see the supplementary materials.
| Method | Mode | CLIP-FID ( ) | CMMD ( ) | LPIPS ( ) |
|---|---|---|---|---|
| TRELLIS.2 [ 58 ] | image | 3.913 | 0.030 | 0.101 |
| Hunyuan3D 2.1 [ 18 ] | image | 4.197 | 0.039 | 0.102 |
| MVPainter [ 47 ] | image | 6.583 | 0.112 | 0.136 |
| VideoMatGen (ours) | image | 4.032 | 0.028 | 0.109 |
| Hunyuan3D 2.1 [ 18 ] | text | 6.694 | 0.046 | 0.137 |
| MVPainter [ 47 ] | text | 7.313 | 0.096 | 0.149 |
Table 1: Quantitative metrics for material generation. The mode column indicates if the method is image or text guided.
Figure 4: Left : Our method predicts a height (bump) map, which improves the visual richness of the generated material. Right : corresponding rendering without bump map.
Figure 5: We generate three materials from the same text prompt (see supplemental), each with a unique random seed. This results in subtle variations of materials for the two examples.
Figure 6: We show relit results, using three HDR probes [ 67 ] , of the generated materials for Hunyuan3D-Paint (image-guided), VideoMat, and our method (both text-guided). Our generated materials produce convincing details in three different lighting scenarios.
Figure 7: We compare our text- and image-guided models for six examples, and note that the image-guided version more closely resembles the materials of the dataset entry. We deliberately chose a view with rotation from the conditioning view.
| Base color | HRM | ||
|---|---|---|---|
| Method | PSNR ( ) | LPIPS ( ) | PSNR ( ) |
| Cosmos Tokenizer | 38.8 | 0.046 | 35.1 |
| 38.3 | 0.043 | 33.8 | |
Table 2: VAE finetuning evaluation on material maps from our test set and the MatSynth test set. We report PSNR (dB) and LPIPS scores for base color and only PSNR (dB) scores for HRM (height, roughness, metallicity), as perceptual metrics are not applicable. The offers 2 additional compression but has similar visual quality as the Cosmos Tokenizer.
Figure 8: Our text-to-PBR material generations (renderings in Blender) on a collection of TRELLIS.2-generated base geometry.
Figure 9: We compare two versions of joint prediction. Our version uses the latent space of and predicts a video with 16 frames. Frame concatenation doubles the number of tokens by treating the material prediction as diffusing a video with twice the number of frames [16 base color, 16 HRM]. The resulting quality is similar, arguably with more coherent material predictions in our approach. Please zoom to see the details.
| Method | CLIP-FID ( ) | CMMD ( ) | LPIPS ( ) |
|---|---|---|---|
| VideoMatGen ( ) | 5.638 | 0.035 | 0.126 |
| VideoMatGen (FCat) | 5.712 | 0.039 | 0.129 |
Table 3: Quantitative metrics for text-to-material generation. We compare two variants of joint prediction, frame concatenation (FCat) which doubles the number of video frames/latent tokens, and our version with .