The Studio guide
From your photo
to your 3D scene.
Matelume makes real-size fabric and marble materials, and framed wall art, from your photos. The maps are computed on your Windows PC. AI helps enlarge the photo and read its shapes; it does not generate a new material image.
Fabric
Four phases, with each choice building on the last.
Begin with the photo
Drop a straight-on, evenly lit photo. Even out the light is on by default to reduce lighting differences. Flatten colours removes fading and thread texture to make clean design colours. When enabled, it replaces the photo used by everything that follows; it is not just a selection aid. Use Keep detail to retain fine drawing.
Choose the programs that will use the result, then select Fabric as the material type.
Prepare quality, scale and a repeat
Choose 2K, 4K, 6K or 8K; 4K is the usual starting point. These are map pixel sizes. The photo receives one AI upscale, up to 4×, using the graphics card when available. Any enlargement beyond that is ordinary resizing, not a second AI pass. AI estimates detail rather than recovering the original.
Scale sets how many copies of the photo fit one cushion: the whole cushion, 2 × 2, 3 × 3 or 4 × 4. Choose a 40, 45, 50 or 60 cm cushion, or A size of my own and enter a width in centimetres for a curtain, sofa or other surface.
The later steps show and build on the whole cushion. The exported maps still contain one tile at its real size, which your 3D software repeats.
In Seamless, choose Best join, same size to cut along a less visible path; Fill the join to use pieces of the photo in the seam band; Rebuild with whole motifs for a new motif arrangement; or Keep the image as it is when it already repeats. Inspect the joins before continuing.
Craft the surface
What stands up selects the raised design. Click a part, drag across several, or select a whole colour or repeated motif. Protect details keeps a small detail as its own part.
Ground builds the cloth beneath the design. Choose plain, twill, satin weave, basket, herringbone or linen, then set threads per centimetre from 8 to 60 and their height.
Height sets how far the raised parts stand. Check the true-scale side view and its ruler before adding stitches.
Stitching adds satin following each shape or one direction, machine stitches, hand stitches, knots, loops, beads, sequins, quilted or knitted looks. Adjustable satin rows use cords per centimetre, with cloth visible between them. Fur uses the receiving 3D program's hair tools rather than being stored as hair in a height map; it is a Max feature Coming soon, outside the current plans and trial.
Construction adds velvet, chenille, silk, suede or cotton at your chosen strength, with optional glow maps. Velvet includes crushed, panne, cut velvet, deep pile, corduroy, plush and embossed.
Imperfections start at zero. Add each effect only as needed: dye variation, thread polish, lint, uneven nap, fading, rubbed shine, dust, fuzzy or snagged threads, wrinkles and material-specific marks such as crushed or pressed velvet.
Export the finished material
Choose a folder and build the maps at the selected quality. Your construction and imperfections are included. Use Package it for installation scripts, previews, a repeat check and a ZIP. Send to can pass the saved result to Blender through the Matelume add-on or 3ds Max through the Matelume plugin.
Wall art
A painting or print, made into a 3D object.
Start with Photo, Your software, Material type and Quality. Choose Painting on canvas, Print on canvas or Print on paper, then set the artwork's real size. Artwork is one picture, not a repeating fabric tile.
Shape the artwork
For a painting, choose what gets bumped, the paint thickness and its surface: brushwork, strokes, dabs, palette knife, dots, smooth paint or textured gel. A canvas print can have clear gel over its printed surface. A paper print stays flat and skips raised-paint controls.
Select colours on the photo to give them a metallic finish, such as gold or silver leaf. Add art imperfections individually: uneven or yellowed varnish, fine paint cracks (craquelure), a hazy varnish bloom or faded colours.
Build the frame around it
Choose the frame style, width and depth, then paint, oak, walnut, black-stained oak, gold leaf or silver leaf. Add an inner frame, a mat and glass when needed.
Frame imperfections are separate from the artwork: worn edges, dust, uneven finish, scratches and visible corner joins, plus smudges or dust on glass. All the choices made in these steps are included in the export.
Take the whole object to your scene
Export a ready-to-import GLB and, when selected, an FBX. Materials and textures travel with the artwork, along with its map set, the frame's own textures and a README. Dimensions use metres, with Y pointing up. FBX conversion uses Blender installed on your PC.
Marble
Keep the slab's character. Choose its finish.
Start with the photo, software and Marble family, then choose Quality and real scale. Marble uses its own upscaler, selected from tests on slab photographs.
Repeat the stone, or use one slab
Best join overlaps the slab edges and repairs interrupted veins. Slab kept sets how much of the source remains: higher values keep more, lower values allow more cutting. Each marble needs a different value, so inspect the repeated preview. Choose No seamless to use the slab once when a repeat would spoil it.
Set relief and polish
Soft bump adds small surface detail such as pits or fissures. Roughness by selection gives the veins their own finish. The vein selection is automatic; manual picking is not available in this workflow.
How glossy sets the overall finish from polished to honed, in gloss units (GU). Choose the finish or use a supplied gloss reading; the photograph alone is not a measurement of gloss.
Add imperfections at their own strengths, then export the material maps and vein mask. The chosen bump, finish and imperfections are included. A single slab remains a single slab; a seamless tile repeats at its recorded size.
Export
Only the maps your selected programs need.
The available PBR set includes Color in sRGB, Normal OpenGL and DirectX, Roughness, Glossiness, 16-bit Displacement, Metalness and Ambient Occlusion. The export selects from this set for your chosen programs. It does not add every map unnecessarily.
A JSON file records the real size and displacement height in millimetres. Construction-specific extras, such as optional glow maps, accompany the material where applicable. Marble includes a vein mask. Wall art also includes the 3D object and frame textures.
Package it adds install scripts for Blender and 3ds Max, previews, a 6 × 6 repeat check and a ZIP. The repeat check is a preview of tiling; the material map remains one tile.
The exported surface includes the Studio choices. Construction and imperfections are part of the result, not preview-only experiments. Appearance still depends on lighting, geometry and material setup in the receiving renderer.
Trial exports are limited to 2K, with a faint “Matelume · trial” watermark on the Color map only. New accounts get five days. After expiry, building and exporting pause; your work and installed app stay. An account and ongoing internet connection are required. See the plans and trial details for access terms.
Supported workflows
Choose your program before making the maps.
- Blender: the Matelume add-on sets up the material at real size. Send to passes the saved export to the open program.
- 3ds Max with V-Ray or Corona: the Matelume plugin sets up the material at real size and receives Send to exports.
- Unreal Engine: use the exported maps. No Matelume Unreal add-on has been tested yet.
- Unity and D5: use the exported material maps in your scene. The direct Send to integrations described here are for Blender and 3ds Max.
For other programs, use the standard map set if their material system supports it and follow their setup requirements. Map compatibility is not the same as a tested Matelume integration.
The Studio's 3D view
Check the surface while you make it.
Inspect fabric on a cushion, sofa, sphere or flat panel at real scale. Marble uses suitable stone previews; wall art shows the artwork and its frame. Environment lighting (HDRI) helps you judge the surface as you turn it.
The view updates with your changes. Optional path tracing refines the lighting while the view is still. An AI denoiser reduces grain using NVIDIA through CUDA, AMD through HIP, or the CPU otherwise. This cleans the preview, not the source photograph.
The material shown is the material exported. The website's small interactive demo is a separate, lighter viewer of saved material studies; it is not the desktop Studio.
PC needs
Windows and local processing. All access stays online.
- Windows 10 or 11, 64-bit. The public trial is planned for this week, once the account service is live. At first start, choose Sign in with your browser, confirm the matching code and PC name, then choose Link this PC. Recommended RAM: 16 GB. Allow about 4.5 GB for the program, plus room for materials.
- Use the hardware available. Matelume uses the graphics card when there is one and all processor cores. NVIDIA is recommended. CPU-only operation passed a 2K test. An NVIDIA card makes AI processing faster; smaller GPUs have not yet been tested.
- Check the Export step. Its “This PC” readout shows the detected processor threads, memory and graphics card.
- Timings vary with the graphics card. Measurements so far are from an RTX 5090 laptop. Slower cards are being tested; no benchmark time for them is promised here.
The Studio opens in your browser at 127.0.0.1, served by the app on your own PC. Photos and map processing stay local. Every user needs a Matelume account and an ongoing internet connection, including trial, paid and reviewer access. The five-day trial requires an account and internet connection.