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Workflows
Pricing

Texture to PBR · Image to Material

Upload a seamless texture and this workflow extracts a full PBR material set including albedo, normal, metallic, roughness, ambient occlusion, and height maps using Marigold and Lotus models.

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Nodes & Models

LoadImage
Note
LoadLotusModel
LotusSampler
CurvatureGenerator
NormalMapCombiner
GetImageSize
ColorToGrayscale
ImageUpscaleWithModel
ImageCrop
ImageScale
CreateShapeMask
InpaintCropImproved
UNETLoader
FrequencySeparation
AOApproximator
PrimitiveString
MarigoldDepthEstimation_v2
VAEDecode
ImageBlend
HeightToNormal
SolidMask
ImageInvert
BatchImagesNode
PreviewImage
BlendModeUtility
MaskToImage
LoraLoaderModelOnly
CLIPLoader
ImageSharpen
AutoContrastLevels
StringConcatenate
VAELoader
DenoiseFilter
SimpleCropToMaskWithPadding
PBRPipeToBatch
PaddingCalculator
EmptyLatentImage
InpaintStitchImproved
SmartBlur
NormalFormatAuto
ImageFromBatch
TextureOffset
TextEncodeQwenImageEditPlus
FrequencyRecombine
PBRCombiner
MarigoldModelLoader
PrimitiveFloat
ComfySwitchNode
easy mathInt
KSampler
PrimitiveStringMultiline
AppearanceExtractor
LightingExtractor
DetailMapBlender
UpscaleModelLoader
MaskPreview
ColorMatchTransfer
PBRPipePreview
easy mathFloat
PBRPipelineAdjuster
NormalFormatBruteForce
NormalIntensity
easy imageCount
ImageScaleToTotalPixels
PBRBatchToPipe
easy forLoopEnd
PBRSplitter
VAEEncode
easy forLoopStart
PBRSaverWithMetadata
Reroute

ABOUT THE WORKFLOW

Extract PBR Maps from a Texture
Upload a seamless texture image. The workflow decomposes it into a complete PBR material: albedo, normal map, metallic, roughness, ambient occlusion, and height. It then removes seams automatically using AI inpainting and upscales the full map set to high resolution. Download each map as a PNG, ready for any 3D engine.

Model

  • Marigold IID Appearance v1.1 by ETH Zürich (prs-eth). Extracts albedo, roughness, and metallicity from a single image using intrinsic image decomposition.

  • Marigold IID Lighting v1.1 by ETH Zürich (prs-eth). Extracts diffuse shading and lighting residuals for clean albedo separation.

  • Lotus Depth G v2.1 and Lotus Normal v1.0. Estimate depth/height and surface normals from the texture.

  • Qwen Image Edit 2511 with Lightning LoRA. Handles automatic seam removal through AI inpainting across multiple passes.

  • 4x-UltraSharp upscaler. Scales the final maps to high resolution while preserving detail.


HOW IT WORKS

Step 1. Upload your seamless texture
A flat, tileable texture image. Orthographic and evenly lit works best. The workflow resizes it to around 1K for processing, then restores the original size at the end.
Works great with: stone · wood · fabric · metal · concrete · brick

Step 2. Name your material (optional)
Set a name for the exported file set. Defaults to "MyMaterial" if left unchanged.

Step 3. Hit run
The workflow runs the full pipeline automatically: PBR decomposition with Marigold, depth and normals with Lotus, ambient occlusion approximation, roughness adjustment, seam removal (6 passes of AI inpainting), and 4x upscaling. Preview each map in the workflow before downloading.

Step 4. Download your PBR maps
You get a full material set saved as PNGs: albedo, normal (DirectX format), metallic, roughness, ambient occlusion, and height.
Ready for: Unreal Engine · Unity · Blender · Substance · Godot · any PBR renderer

First time? Leave every setting as-is. The defaults handle the full pipeline without adjustment.


RECOMMENDED SETTINGS

Quick-start guide. Find the goal that matches yours and copy the settings.

  • Standard PBR extraction (most people) — Upload your texture and run. All models, seam removal, and upscaling are preconfigured. No changes needed.

  • Faster run for previewing — The pipeline is heavy (multiple models plus 6 seam removal passes). If you are testing textures, expect longer generation times and budget accordingly.

  • OpenGL normal maps instead of DirectX — The workflow outputs DirectX normals by default. If your engine uses OpenGL (Blender default, some Unity setups), invert the green channel of the normal map in your image editor after export.

  • Visible seams in the output — The seam patcher runs 6 AI inpainting passes. If seams persist, the source texture may have strong lighting gradients or vignetting baked in. Start with a more evenly lit texture.

  • Source texture is not seamless — This workflow assumes a tileable input. If your texture has visible edges, tile it and fix the seams first, or use a texture-tiling tool before uploading.

  • Maps look too dark or too bright — Marigold processes in linear color space and applies gamma correction internally. If results look off, check that your source texture is in standard sRGB (gamma 2.2), not already linearized.

Prompt: No prompt is needed. The workflow is fully automatic. Upload the texture and run.


LEARN

📹 Videos

✨ Quick links


USE CASES

🎮 Game Environment Artists
Turn a photo of a surface into a full PBR material for game environments. Skip the manual work of painting each map by hand in Substance or Photoshop.

🏗️ Architectural Visualization
Extract realistic materials from reference photos of stone, wood, tile, or concrete and drop them straight into Unreal, Unity, or Blender for archviz scenes.

🎨 3D Artists and Texture Libraries
Build a library of PBR-ready materials from texture photographs. Each run produces a complete set: albedo, normal, metallic, roughness, AO, and height.

🛋️ Product and Industrial Design
Generate accurate material maps from close-up product surface shots for rendering prototypes and presentations with physically correct lighting.


WHAT WORKS BEST / WHAT TO AVOID

✅ Works great

  • Flat, orthographic texture photos with even lighting

  • Seamless/tileable textures (stone, wood, fabric, metal, concrete)

  • Textures in standard sRGB color space

  • Single-material surfaces without mixed elements

⚠️ May produce softer results

  • Textures with strong directional shadows baked in

  • Non-seamless images with visible edges

  • Mixed-material surfaces (e.g. a wall with both paint and exposed brick)

  • Very low-resolution source textures under 512px


FAQ

What is PBR material extraction?
PBR (Physically Based Rendering) material extraction takes a single texture photograph and decomposes it into separate maps that describe how light interacts with the surface: albedo (base color without lighting), normal (surface detail and bumps), metallic, roughness, ambient occlusion (crevice shadows), and height (displacement). Together, these maps let a 3D engine render the material with realistic lighting from any angle.

What models does this workflow use to generate the maps?
It uses Marigold IID v1.1 (by ETH Zürich) for intrinsic image decomposition into albedo, roughness, and metallic. Lotus models handle depth/height and surface normal estimation. Qwen Image Edit 2511 runs an automated seam removal loop, and 4x-UltraSharp handles the final upscaling.

Does the workflow fix texture seams automatically?
Yes. After extracting the PBR maps, the workflow runs six passes of AI-powered inpainting using Qwen Image Edit 2511 to detect and remove seams across the tiled texture. This keeps every map tileable without manual touch-up.

What normal map format does it output?
DirectX. Most game engines (Unreal Engine, Unity with DirectX setting) use this format directly. If your renderer expects OpenGL normals (Blender default), flip the green channel of the normal map after export.

Do I need a seamless texture to start with?
Yes. The workflow assumes the input tiles cleanly. If your source image has visible edges or is not tileable, fix the tiling first using a texture tiling tool or a seam-removal utility, then upload the result.

Can I use the output materials commercially?
Yes. All models in this workflow are open source. The Marigold and Lotus models are released by their respective research teams under open licenses. Outputs are yours to use in shipped games, client renders, and commercial projects.

How to run PBR material extraction online?
You can run PBR material extraction online through Floyo. No installation, no setup, no local GPU needed. Open the workflow in your browser, upload your texture, and hit run. Free to try.


WHY FLOYO?

Floyo is the only platform with team collaboration for ComfyUI in the browser. You run workflows with no install. You share run history, assets, and models across your team. You pay only when you generate. Floyo supports open-source and closed-source models.

A designer runs an edit and likes the result. A teammate opens that exact run from shared history and keeps going. No file handoffs. No version confusion.

For studios and enterprise teams, Floyo adds private workspaces, pooled resources, and a team usage dashboard. Other ComfyUI cloud tools run for one person at a time. Floyo runs for the whole team, with transparent per-generation costs.


Ready to try it?
Upload a seamless texture and run it. The full PBR pipeline is already configured.

→ Launch Workflow, Free

Questions? Watch the free course or check the FAQ above.

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