GameWorks: Better Materials & Textures
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I lost a year's work when Microsoft deleted my documents folder on their October update I wish this guy luck Adobe are more interested in forcing professionals to use their cloud than improving their products these days.

Balance changes please!

by Juan Milanese
6 hours ago

Another incredibly useful breakdown, thanks Simon!

GameWorks: Better Materials & Textures
7 March, 2017
NVIDIA is working on a ‘magical’ toolset, which helps to enchains textures, generate maps and creates organic variations of materials.

The technology is currently in beta, but you can sign-up to get an early look. The toolset is specifically targeted at 3d artists, who want to harness the full power of Deep Learning and NVIDIA CUDA. NVIDIA’s Developer Technologies & NVIDIA Research worked closely to develop tools which enhance games and graphics whilst speeding development times. This project has been going on for years now.

These tools allow developers and artists to use AI to automatically expand the variation of textures in their game; improve the image quality in games, and automatically generate textures and matching materials properties for real world objects from photographs.

When we showed these off, the highlight was a stunning demo that makes clear how machine learning can help accelerate the field of photogrammetry, in which DSLR photos are combined to create richly detailed 3D models of real-world objects.

It’s a case study of how GPUs — and the CUDA parallel computing platform and programming model — are powering machine learning applications for artists and engineers working across industries to create amazing experiences.


Technically this new technology could greatly improve the whole workflow and help you create realistic textures very fast. The technology could be used in a couple of ways right now. 


Allows the user to get a 2x or 4x increase in resolution of textures and photos.

Photo To Material: 2shot

Using two photos of a real-world surface, generates diffuse, normals, specular and gloss maps.





Texture Multiplier

Takes a texture or photo as input and provides the user with an organic variation.

So far we have very little details. Let’s hope we’ll be able to have a better look at this solution in the nearest future. Kind of reminds me a lot of the stuff Artomatix is doing right now. Looks absolutely amazing.



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2 Comments on "GameWorks: Better Materials & Textures"

Jane Budos
Jane Budos

Check this out as well.
RealityCapture is cool! 🙂

Simon Che de Boer
Simon Che de Boer Download available of the MANA VR demo. Still BETA so be kind.