cs.CVSep 30, 2026

MatLoom: Layered Text-to-Material Generation in a Compact Program Space

Authors: Anson Y. Lam, Shuqing Li, Michael R. Lyu

Organizations: Department of Computer Science and Engineering The Chinese University of Hong Kong Hong Kong, China

Abstract

Material generation should produce not only an appearance, but also the rules that construct it. We introduce MatLoom, a compact, layer-oriented language for text-to-material generation with pretrained language models. Each program composes alpha-masked layers whose shared spatial expressions define coverage and physically based rendering (PBR) channels, making dependencies between patterns, color, and relief explicit. A standalone interpreter evaluates the program into material maps, while the source retains named fields and layer parameters for subsequent authoring. Without task-specific fine-tuning, our pipeline uses parser-guided repair and preview-based critique to revise material designs, then searches noise seeds while keeping each candidate's remaining source fixed. On a curated benchmark of 141 prompts evaluated with six backbones, our best-performing configuration achieves higher mean scores than three diffusion baselines on all four flat-layout prompt-alignment metrics. Its initial programs already exceed all three baselines on mean BLIPScore, before critique or seed search. Retained programs have a median length of 21 lines when pooled across backbones. In a blind four-way comparison involving 30 participants and 20 prompts, our renders receive 59.2% of choices, compared with 19.3% for the most-preferred baseline. Compact executable programs thus offer a way to generate prompt-aligned materials while retaining their construction as part of the asset.

Figures & tables

Appendix figures & tables16 assets

Supplementary material from the paper’s appendix.

Appendix

Explore similar work

Apr 26, 2024cs.CV

MaPa: Text-driven Photorealistic Material Painting for 3D Shapes

This paper aims to generate materials for 3D meshes from text descriptions. Unlike existing methods that synthesize texture maps, we propose to generate segment-wise procedural material graphs as the appearance representation, which supports high-quality rendering and provides substantial flexibility in editing. Instead of relying on extensive paired data, i.e., 3D meshes with material graphs and corresponding text descriptions, to train a material graph generative model, we propose to leverage the pre-trained 2D diffusion model as a bridge to connect the text and material graphs. Specifically, our approach decomposes a shape into a set of segments and designs a segment-controlled diffusion model to synthesize 2D images that are aligned with mesh parts. Based on generated images, we initialize parameters of material graphs and fine-tune them through the differentiable rendering module to produce materials in accordance with the textual description. Extensive experiments demonstrate the superior performance of our framework in photorealism, resolution, and editability over existing methods. Project page: https://zju3dv.github.io/MaPa
Jul 14, 2026cs.CV

Reflecting Process Expertise in Procedural Material Generation

Procedural material creation underpins applications in digital content creation, visual effects, and 3D asset design. Achieving high-quality results requires more than reproducing node graphs -- it demands understanding the process by which experts construct materials. We formulate procedural material generation as retrieval-time process reasoning over expert demonstrations, elevating process to a first-class representation beyond graph-only synthesis. Concretely, we represent expert workflows as process traces: textual records of construction steps, parameters, and design intent. To instantiate this idea, we use a pretrained LLM-based ProcessSynthesizer to synthesize a process trace aligned with a user's intent and a pretrained LLM-based Compiler to ground the process trace into an executable Blender material graph. Because procedural expertise is most naturally conveyed through demonstrations, we leverage tutorial videos as a source of process knowledge and extract textual, LLM-compatible traces using automated video analysis tools. In an expert study with five Blender artists (avg. 7.5 years of experience), materials generated by reflecting expert demonstrations were found to produce workflows requiring fewer edits, and more closely match professional design strategies than methods operating solely on static artifacts. A user study with 150 participants further shows that our approach achieves superior generation and editing performance compared to prior procedural systems. All code, models, and data will be available at https://materialapprentice.github.io
May 15, 2026cs.AI

PRISMat: Policy-Driven, Permutation-Invariant Autoregressive Material Generation

Rapid identification of candidate materials with target properties has become a key task in materials science. Machine learning has emerged as an alternative to physics-based simulation, offering a faster and cheaper way to filter materials based on their stability and other target properties, reducing the number of candidates that reach the costly synthesis stage. Recently, Large Language Models (LLMs) have been applied to this role, but these models are parameter-heavy and computationally expensive both during training and at inference time, making them unsuitable for high-throughput tasks. This inefficiency stems from both the large over-parameterization of language models and the difficulty of framing material generation as a sequence learning problem. In this paper, we present PRISMat, a cost-effective, permutation-invariant model, which addresses these limitations. We show that PRISMat, despite taking less time for inference, is able to outperform LLMs in generating crystal slabs conditioned on critical materials' surface properties. In targeted material discovery, we achieve mean absolute errors of 0.188 eV/A2^2 and 2.79 eV for cleavage energy and work function tasks, respectively, reducing the error of the next best model by 4×\times.