MaterialMVP
MaterialMVP: Illumination-Invariant Material Generation via Multi-view PBR Diffusion
1,2,*, Mingxin Yang2;, Shuhui Yang2;, Yixuan Tang2;, [Tao Wang](https://taowangzj.github.io/)3;, [Kaihao Zhang](https://zhangkaihao.github.io/)4;, [Guanying Chen](https://guanyingc.github.io/)1;, Yuhong Liu2, Jie Jiang2, Chunchao Guo2†, [Wenhan Luo](https://whluo.github.io/)5✉ The project is written primarily in Python, first published in 2025. Key topics include: pbr-textures, texture-generation.
[ICCV 2025 Highlight] MaterialMVP: Illumination-Invariant Material Generation via Multi-view PBR Diffusion
<p align="center"> <img src="./assets/TEASER7.png"> </p> <div align="center"> <a href=https://zebinhe.github.io/MaterialMVP/ target="_blank"><img src= https://img.shields.io/badge/Project%20page-bb8a2e.svg?logo=github height=22px></a> <a href=https://arxiv.org/abs/2503.10289 target="_blank"><img src=https://img.shields.io/badge/arXiv-b5212f.svg?logo=arxiv height=22px></a> </div> <!-- **[MaterialMVP: Illumination-Invariant Material Generation via Multi-view PBR Diffusion](#)** Zebin He<sup>1,2,*</sup>, Mingxin Yang<sup>2;</sup>, Shuhui Yang<sup>2;</sup>, Yixuan Tang<sup>2;</sup>, [Tao Wang](https://taowangzj.github.io/)<sup>3;</sup>, [Kaihao Zhang](https://zhangkaihao.github.io/)<sup>4;</sup>, [Guanying Chen](https://guanyingc.github.io/)<sup>1;</sup>, Yuhong Liu<sup>2</sup>, Jie Jiang<sup>2</sup>, Chunchao Guo<sup>2†</sup>, [Wenhan Luo](https://whluo.github.io/)<sup>5✉</sup> 1 Sun Yat-sen University (Shenzhen) \ 2 Tencent Hunyuan \ 3 Nanjing University \ 4 Harbin Institute of Technology (Shenzhen) \ 5 The Hong Kong University of Science and Technology \* Intern at Hunyuan3D, Tencent \ † Project Leader \ ✉ Corresponding Author -->News
- Jul 2, 2025: Code release.
- Jun 26, 2025: MaterialMVP is accepted by ICCV 2025.
- Mar 14, 2025: arXiv preprint is now available.
Quick Start
1. Installation
bashgit clone -b main --single-branch --depth 1 https://github.com/ZebinHe/MaterialMVP.git cd MaterialMVP conda create -n materialmvp python=3.10 -y conda activate materialmvp pip install torch==2.5.1 torchvision==0.20.1 torchaudio==2.5.1 --index-url https://download.pytorch.org/whl/cu124 pip install -r requirements.txt cd custom_rasterizer pip install -e . cd .. cd DifferentiableRenderer bash compile_mesh_painter.sh cd .. wget https://github.com/xinntao/Real-ESRGAN/releases/download/v0.1.0/RealESRGAN_x4plus.pth -P ckpt
2. Model Preparation.
Two model weights are available: the professional version (i.e. Hunyuan3D-Paint) for the best performance, and the paper version for academic comparisons.
| Model | Using DINO | Resolution | Training Data | Huggingface |
|---|---|---|---|---|
| Professional Version<br>(Hunyuan3D-Paint-v2-1) | True | 768 and 512 | Private Dataset | Download |
| Paper Version | False | 512 | Objaverse<br>Objaverse-XL | coming soon |
3. Quick Inference
pythonfrom textureGenPipeline import MaterialMVPPipeline, MaterialMVPConfig pipe = MaterialMVPPipeline(MaterialMVPConfig(max_num_view=6, resolution=512)) textured_mesh = pipe(mesh_path="test_examples/mesh.glb", image_path="test_examples/image.png")
Try demo.py instead if get a ModuleNotFoundError from torchvision. The result will be saved as textured_mesh.glb.
Training
Data Prepare
We provide a piece of data in train_examples for the overfitting training test. The data structure should be organized as follows:
train_examples/
├── examples.json
└── 001/
├── render_tex/ # Rendered generated PBR images
│ ├── 000.png # Rendered views (RGB images)
│ ├── 000_albedo.png # Albedo maps for each view
│ ├── 000_mr.png # Metallic-Roughness maps for each view, R and G channels
│ ├── 000_normal.png # Normal maps
│ ├── 000_normal.png # Normal maps
│ ├── 000_pos.png # Position maps
│ ├── 000_pos.png # Position maps
│ ├── 001.png # Additional views...
│ ├── 001_albedo.png
│ ├── 001_mr.png
│ ├── 001_normal.png
│ ├── 001_pos.png
│ └── ... # More views (002, 003, 004, 005, ...)
└── render_cond/ # Rendered reference images (at least two light conditions should be rendered to facilitate consistency loss)
├── 000_light_AL.png # Light condition 1 (Area Light)
├── 000_light_ENVMAP.png # Light condition 2 (Environment map)
├── 000_light_PL.png # Light condition 3 (Point lighting)
├── 001_light_AL.png
├── 001_light_ENVMAP.png
├── 001_light_PL.png
└── ... # More lighting conditions (002-005, ...)
Each training example contains:
- render_tex/: Multi-view renderings with PBR material properties
- Main RGB images (
XXX.png) - Albedo maps (
XXX_albedo.png) - Metallic-Roughness maps (
XXX_mr.png) - Normal maps (
XXX_normal.png/jpg) - Position maps (
XXX_pos.png/jpg) - Camera transforms (
transforms.json)
- Main RGB images (
- render_cond/: Lighting condition maps for each view
- Ambient lighting (
XXX_light_AL.png) - Environment map lighting (
XXX_light_ENVMAP.png) - Point lighting (
XXX_light_PL.png)
- Ambient lighting (
Launch Training
bashpython3 train.py --base 'cfgs/v1.yaml' --name overfit --logdir logs/
BibTeX
If you found MaterialMVP helpful, please cite our paper:
bibtex@article{he2025materialmvp, title={MaterialMVP: Illumination-Invariant Material Generation via Multi-view PBR Diffusion}, author={He, Zebin and Yang, Mingxin and Yang, Shuhui and Tang, Yixuan and Wang, Tao and Zhang, Kaihao and Chen, Guanying and Liu, Yuhong and Jiang, Jie and Guo, Chunchao and Luo, Wenhan}, journal={arXiv preprint arXiv:2503.10289}, year={2025} }
Links
- Hunyuan3D 2.1
- RomanTex (RomanTex is also accepted by ICCV 2025. Congrats!)
Contributors
Showing top 1 contributor by commit count.
