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Z-Image Turbo + Chord Image to PBR Material

70

Image-to-Material (PBR) Generation — Workflow Overview

This workflow converts a single text-generated texture image into a complete, game-ready PBR material set. It automatically produces clean, tileable textures and derives physically-based material maps suitable for real-time engines and 3D pipelines.

No manual painting, no external baking tools, and no complex setup.


How It Works (Step-by-Step)

1. Generate the Base Texture

A high-resolution, seamless texture is generated from a text prompt using a fast diffusion model.

  • Designed for tileable, top-down material textures

  • Ideal for surfaces like rock, wood, fabric, concrete, or terrain

This image becomes the visual source for all material maps.

2. Normalize & Prepare the Texture

The generated texture is resized and padded to a standard square resolution, ensuring:

  • Consistent scale

  • Clean edges for tiling

  • Compatibility with downstream material processing

3. Estimate PBR Material Maps

The prepared texture is analyzed to automatically generate:

  • Base Color (Albedo)

  • Normal Map (surface detail)

  • Roughness Map (microsurface response)

  • Metalness Map

All maps are spatially aligned and physically consistent.

4. Derive Height from Normals

A height map is reconstructed from the normal map, enabling:

  • Parallax mapping

  • Displacement workflows

  • Advanced material depth effects

5. Export Ready-to-Use Assets

Each map is saved individually, ready for direct use in:

  • Game engines (Unreal, Unity)

  • 3D tools (Blender, Maya, Substance workflows)

  • Real-time rendering pipelines


Final Result

A complete PBR texture set—base color, normal, roughness, metalness, and height—generated from a single prompt-driven texture image. Perfect for rapid material creation, environment art, and production-ready asset generation.

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Generates in about -- secs

Nodes & Models

CLIPLoader
qwen_3_4b.safetensors
EmptySD3LatentImage
UNETLoader
z_image_turbo_bf16.safetensors
VAELoader
ae.safetensors
CLIPTextEncode
ModelSamplingAuraFlow
ConditioningZeroOut
KSampler
VAEDecode
SaveImage
ResizeAndPadImage
ChordLoadModel
chord_v1.safetensors
ChordMaterialEstimation
ChordNormalToHeight

Image-to-Material (PBR) Generation — Workflow Overview

This workflow converts a single text-generated texture image into a complete, game-ready PBR material set. It automatically produces clean, tileable textures and derives physically-based material maps suitable for real-time engines and 3D pipelines.

No manual painting, no external baking tools, and no complex setup.


How It Works (Step-by-Step)

1. Generate the Base Texture

A high-resolution, seamless texture is generated from a text prompt using a fast diffusion model.

  • Designed for tileable, top-down material textures

  • Ideal for surfaces like rock, wood, fabric, concrete, or terrain

This image becomes the visual source for all material maps.

2. Normalize & Prepare the Texture

The generated texture is resized and padded to a standard square resolution, ensuring:

  • Consistent scale

  • Clean edges for tiling

  • Compatibility with downstream material processing

3. Estimate PBR Material Maps

The prepared texture is analyzed to automatically generate:

  • Base Color (Albedo)

  • Normal Map (surface detail)

  • Roughness Map (microsurface response)

  • Metalness Map

All maps are spatially aligned and physically consistent.

4. Derive Height from Normals

A height map is reconstructed from the normal map, enabling:

  • Parallax mapping

  • Displacement workflows

  • Advanced material depth effects

5. Export Ready-to-Use Assets

Each map is saved individually, ready for direct use in:

  • Game engines (Unreal, Unity)

  • 3D tools (Blender, Maya, Substance workflows)

  • Real-time rendering pipelines


Final Result

A complete PBR texture set—base color, normal, roughness, metalness, and height—generated from a single prompt-driven texture image. Perfect for rapid material creation, environment art, and production-ready asset generation.

Read more

N