We present Material Anything, a fully-automated, unified diffusion framework designed to generate physically-based materials for 3D objects. Unlike existing methods that rely on complex pipelines or case-specific optimizations, Material Anything offers a robust, end-to-end solution adaptable to objects under diverse lighting conditions. Our approach leverages a pre-trained image diffusion model, enhanced with a triple-head architecture and rendering loss to improve stability and material quality. Additionally, we introduce confidence masks as a dynamic switcher within the diffusion model, enabling it to effectively handle both textured and texture-less objects across varying lighting conditions. By employing a progressive material generation strategy guided by these confidence masks, along with a UV-space material refiner, our method ensures consistent, UV-ready material outputs. Extensive experiments demonstrate our approach outperforms existing methods across a wide range of object categories and lighting conditions.
Overview of Material Anything. For texture-less objects, we first generate coarse textures using image diffusion models. For objects with pre-existing textures, we directly process them. Next, a material estimator progressively estimates materials for each view from a rendered image, normal, and confidence mask. The confidence mask serves as additional guidance for illuminance uncertainty, addressing lighting variations in the input image and enhancing consistency across generated multi-view materials. These materials are then unwrapped into UV space and refined by a material refiner.
We compare our method with texture generation methods, Text2Tex, SyncMVD, and Paint3D. Additionally, we assess our method alongside optimization-based material generation approaches, NvDiffRec and DreamMat, and a retrieval-based method, Make-it-Real. Finally, we also include comparisons with the closed-source methods, Rodin Gen-1 and Tripo3D.
Material Anything offers robust capabilities to edit and customize materials of texture-less 3D objects by simply adjusting the input prompt. Moreover, our method supports relighting, enabling objects to be viewed under different lighting conditions.
@article{huang2024materialanything,
author = {Huang, Xin and Wang, Tengfei and Liu, Ziwei and Wang, Qing},
title = {Material Anything: Generating Materials for Any 3D Object via Diffusion},
journal = {arXiv preprint arXiv:2411.15138},
year = {2024}
}