Advancements in neural rendering techniques have sparked renewed interest in neural materials, which are capable of representing bidirectional texture functions (BTFs) cheaply and with high quality. However, content creation in the neural material format is not straightforward. To address this limitation, we present the first image-conditioned diffusion model for neural materials, and show an extension to text conditioning. To achieve this, we make two main contributions:
First, we introduce a universal MLP variant of the NeuMIP architecture, defining a universal basis for neural materials as 16-channel feature textures.
Second, we train a conditional diffusion model for generating neural materials in this basis from flash images, natural images and text prompts. To achieve this, we also construct a new dataset of 150k neural materials.
We demonstrate real-time decoding performance for our universal materials at 1024 x 1024.
Leather Chesterfield
Fabric Camouflage
Material 3
Eroded Mud Wall
Ancient Chinese Armor
Concrete Wall
Melted Metal
Venice Mosaic Tile
Ceramic Tiles
Train Tracks
Cable Knit Wool
Dry Rocky Mud
IMG_0370
IMG_5994
IMG_7630
IMG_0360
IMG_0821
IMG_1056
IMG_6869
IMG_1109
IMG_7088
IMG_5151
IMG_9066
IMG_1019
IMG_0299
IMG_0231
IMG_0420
IMG_0253
IMG_0815
Shiny Metal
Home Wood
Home Leather
Cat
Birds
Floor
Lamp
Studded Stone
Pillar
Plaid
Dress
Bumpy uneven texture of an orange peel
Soft cloud-like texture of a floating island
Texture of dragon etched glass
Texture of dragon-embossed printed circuit board
Flaky crumbly texture of a fresh croissant
Velvety luminescent petals of a night-blooming flower
Polished concrete
Old worn out hardwood floor
Dirty concrete
Red rock cliff
Brown matte leather
Linen fabric
Green moss
Translucent jellyfish-like surface of a mystical portal
Wavy holographic surface of an interdimensional mirror
Overview of our pipeline. (a) Shows the data generation and training of the universal basis network. For each of 512 selected materials, 400 slices of data are rendered, where each pixel contains a different camera and light direction. The 512 materials are jointly used to train (Offset and RGB) neural textures, as well as corresponding MLPs. (b) Shows the training process for the full dataset of approximately 150,000 materials. For each material, training data is rendered similarly as in (a), however, the universal MLPs are used with frozen weights to fit each material's neural texture. (c) The resulting 150,000 neural materials are used as training data for training the diffusion model
Network Architecture (a) Shows our diffusion model's architecture, which can conditionally (image, or optionally text) generate a neural texture pair (offset and RGB). (b) Shows how the neural textures are used for inference, i.e., render under a given (novel) camera and light(s)
@article{raghavanmullia2025genneumat,
author = {Raghavan, Nithin and Mullia, Krishna and Trevithick, Alexander and Luan, Fujun and Ha\v{s}an, Milo\v{s} and Ramamoorthi, Ravi},
title = {Generative Neural Materials},
year = {2025},
isbn = {9798400715402},
series = {SIGGRAPH Conference Papers '25},
volume = {43},
articleno = {162},
pages = {11},
doi = {10.1145/3721238.3730746}
}
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