Poly’s Generate PBR Maps function is an AI-driven physical-based rendering (PBR) map generation tool for use in 3D applications. To generate the highest quality PBR maps, simply select from the a list of common material categories to help Poly’s AI craft the best outputs. Supported PBR maps include: Color, Normal, Height, Ambient Occlusion, Roughness, and Metalness.
AI-driven physical-based rendering (PBR) map generation for use in 3D applications. To generate the highest quality PBR maps, we require you select from the following material categories to help our AI craft the best outputs. Please also select what maps you want the AI to generate.
Reference this guide "How to Select The Right PBR Material Type" to learn more tips.
Please note that certain material types and PBR maps require Poly Infinity to access.
To generate the highest quality PBR maps, we require you select from the following material categories to help our AI craft the best outputs.
A balanced PBR generation that works for any materials that don’t fall under any of the following categories.
PBR generation for organic materials in nature, with considerable displacement
Best for: bark, dirt, concrete, asphalt, gravel, ground, debris, etc.
PBR generation for flat and matte surfaces
Best for: clay, cardboard, tiles, roof, plank, rubber, paper, etc.
PBR generation for smooth and shiny surfaces
Best for: ceramic, metal, parquet, plastic, tiles, etc.
PBR generation for all kinds of fabric, textiles and soft surfaces
Best for: carpet, wool, leather, fur, cloth, rug, etc.
PBR generation for uneven surfaces with various displacement scales
Best for: climber, historical, lava, sand, jungle, etc.
PBR generation for heightened displacement and more drastic depth
Best for: Cliff, cobblestone, rock, brick, bark, pebbles, etc.
PBR generation for polished surfaces, with visible gloss and sheen
Best for: marble, tiles, porcelain, crystal, wooden planks, etc.
Reference this guide "What Are PBR Maps" for more info.
A flat light image file that has been adjusted to remove shading, lighting, shadows, etc. This file determines the color of your texture and can be exported into other 3D tools for color fine-tuning if needed.
A normal map will add texture depth and can help create high detail bumps and dents.
📌 Currently we only support OpenGL format (used by Blender, etc.) for exporting. However, you may conveniently covert it into DirectX format with other 3rd party tools.
Similar to a normal map, the height/displacement map provides depth information for your texture. However, it creates more dramatic surface depth renderings as it actually adds data to the 3D mesh.
An AO map adds shadows to occluded portions of the texture with crevices, adding more realistic details.
A roughness map determines how rough or smooth a texture is and how light is spread across your surface.
A metalness map determines how much a surface reflects its surroundings.
📌 Our system currently only supports all-black or all-white metalness maps. We do not currently support materials or textures that are “partially metal” such as marble flooring inlaid with gold seams. For these more complex metalness maps we recommend either editing the roughness map and increasing the contrast or designing one yourself. In the future we hope to support custom metalness maps from scratch!