A complete texture processing toolkit, built for developers Quickly integrate all of Artomatix’s functionalities into your workflow through our API.
Flawless physically based materials
Run your low-quality textures through the Artomatix API and create seamless tileable textures up to 8K resolution.
Fast texture processing
Shorten your texture creation and processing pipeline: spend less time on cleaning up textures and removing seams. Allow Artomatix to automatically fill in the holes on your scans.
Repetitive tasks automation
Optimize your work: Artomatix empowers your developers to add value to the pipeline by taking away repetitive tasks from your 3D artists.
An API built for developers
Ease of use
Artomatix’s API tackle content complexities with just a few lines of code.
ReliabilityWe use these same APIs in our own products, so they’re pressure-tested, reliable, and built for scale.
We use REST API making it compatible with any programming language.
The C# SDK can be used in with other .NET, Mono programs or tools that works on any platform.
Why use the Artomatix API
Scale your pipeline
Process large backlogs of textures at once.
Free yourself from constraints
Take control over your texture processing and obtain results quicker than you would otherwise, using our turnkey API.
Control your work precisely
Each feature offers a high-level of flexibility. Indicate what requirements your output should meet.
Use Artomatix on any type of material
Wood, bark, grass and sand amongst others.
Concrete, brick and rusted metals are processed effectively.
Artomatix supports textures that incorporate structure and symmetry patterns.
Clean up your photogrammetric scans by filling holes and making the texture tileable.
Create tileable versions of a texture (i.e. make it possible for an artist to tile a texture without obvious seams)
Are your artists spending hours or even days removing seams?
Are the seams on your textures creating a pipeline bottleneck?
Before a material can be used as a 3D asset, it must become seamless when tiled with itself. This accounts for approximately 3 man-years of work for a typical video game. Artomatix’s Seam Removal feature gives 3D artists the ability to remove the seams of a PBR material with the click of a button. As such, it goes beyond traditional ‘photobombing’ techniques, which corresponds to the artist doing multiple copy-pasting operations on the material they are working on. This feature offers the quality of a hand-removed seam removal with the benefits of an automated, procedural approach.
Remove unwanted regions from a texture
Struggling with removing or replacing features in a texture?
Are your photogrammetry texture scans generating holes in the output?
In-Painting allows users to easily remove unwanted features from their materials, by automatically filling in the deleted space with new “imagined” material data that fits in with the rest of the surface. It is a simple but powerful feature, as the artist simply has to scribble over the elements they need to remove. This feature is especially useful when grooming 3D scans; it works across all PBR maps.
Create high fidelity and tileable variations of a texture, in any resolution up to 8K
Finding it hard to repurpose your existing textures due to low resolution?
Want to increase the surface area of your textures?
Do you need 8K textures?
Artomatix’s Texture Mutation feature creates new variants (“mutations”) of a PBR input texture or material in any size. For example, an artist can input a 1K PBR material, and output a 2K, a 4K or a 8K PBR texture inspired by the input. All outputs produced are also perfectly tileable. We provide artists with a number of sliders to control the degree of variation their outputs will have compared to the input. These sliders control the amount of jitter the process uses. The higher the value, the more varied the outcome. There are several sliders, moving from fine control up to coarse control.
When creating 3D scans, artists may need to “mutate” their results to reach their desired outcome, or just to get variants of their original input. Artomatix’s Texture Mutation gives artists the option to repurpose their previous scans multiple times over, allowing them to customise them by tweaking and growing them as they see fit.
Create variations of a texture and make them tile non-repetitively
Finding it hard to texture large surfaces or environments?
Finding it hard to write shaders for large tiling textures?
Textured environments not looking realistic enough?
Artomatix’s Infinite Materials feature generates a memory-efficient texture that can cover an area much larger than itself without displaying any repeating patterns. They present a simple way to instantly enhance the look and quality of a virtual world without any additional memory impact.
Infinite Materials are based on a mathematical concept known as Wang Tiles, where a finite set of elements which share two sets of borders can be combined in an infinite number of configurations using a procedural algorithm. An Infinite Material utilizes a set of 16 unique tiles generated automatically by Artomatix based on an example (similar to Texture Mutation), but they adhere to the Wang Tile constraints. Artomatix also authored a procedure which automatically populates these tiles in a game engine at runtime.
Artomatix Infinite Materials feature represents a groundbreaking opportunity for 3D artists to create photorealistic environments in a fraction of the time previously needed.
Shape From Shading
Turn a picture into a production-ready Physically Based Render (PBR) material
Struggling to turn a large backlog of pictures into PBR materials?
Losing money buying new textures for each new project?
Artomatix’s Shape from Shading technology extracts a production-ready PBR material from a single photograph. Shape from Shading extrapolates the physical characteristics of a texture by interpreting the final shaded picture, much like humans use their learned understanding of the physical world to interpret the physical contents of a photograph. After inputting an image, our technology will interpret and generate a set of maps to describe high quality materials. These maps include Roughness, Displacement, and Ambient Occlusion, amongst others.