Export and use
Export your material
Build the full-quality maps into a folder, with the maps each program gets, what each map is for, the real-size JSON, Package it and Send to.
Matelume Guide. Upcoming features are marked separately.
The Export step builds your material at full quality, with every choice you made in the Studio, and saves it in a folder for your 3D programs.
Build the maps
- Check the facts at the top: Name, Quality, For (your programs), Tile (one tile's real size in mm) and This PC.
- Click Choose the folder... and pick where to save. The folder window can open behind the Matelume window; look for it in the taskbar. You can also paste a folder path into the box.
- Leave Package it (install scripts, previews, ZIP) on, or switch it off for the maps alone.
- Click Build the maps. The picture side shows the build log and the time left, and the 3D view shows your material building.
- When it's done, the 3D view shows the exported maps. Click Open the folder to see the files. After a change, Build again makes a new export.
Each export goes into a new folder named after your material. It never writes over an earlier export; the next one gets _2 on the end. Matelume remembers your folder.
What's in the folder
Each map's file name starts with your material's name and ends with the quality and the map, such as …_4K_Color.png.
| Map | What it's for |
|---|---|
| Color | Your material's colours, in sRGB. |
| NormalGL | The fine relief for shading, OpenGL style: Blender, Cinema 4D, Unity. |
| NormalDX | The same relief, DirectX style: Unreal, 3ds Max with V-Ray or Corona. |
| Roughness | How glossy each point is: dark is glossy, light is matte. |
| Glossiness | The same, the other way round, for renderers that ask for gloss. |
| Displacement | The height, 16-bit, for real displacement. The .json gives its range in mm. |
| Metalness | Black where there's no metal. |
| AmbientOcclusion | For an AO slot only. Don't multiply it into the colour. |
Every map except Color is data: set it to Non-Color (or Raw, or linear) in your program. The normal map does the shading and the displacement map moves the surface. Don't also plug the height into bump, or the relief counts twice.
Which maps each program gets
| You picked | Maps |
|---|---|
| Blender | Color, NormalGL, Roughness, Displacement |
| 3ds Max + V-Ray | Color, NormalDX, Roughness, Displacement |
| 3ds Max + Corona | Color, NormalDX, Roughness, Displacement |
| Cinema 4D | Color, NormalGL, Roughness, Displacement |
| Unreal Engine | Color, NormalDX, Displacement, and a packed ORM map |
| Other software | All eight maps |
With several programs, you get every map any of them uses. Metalness comes too when your material has metal. With Package it on, you get all eight maps, whatever you picked. Unreal's packed ORM map, in the extras folder, holds ambient occlusion in red, roughness in green and metalness in blue.
The real-size JSON
Beside the maps is a .json file with the same name. It holds:
real_world_size_mm: the width and height of one tile in millimetres. Set your texture to repeat at exactly this size.displacement: how tall the relief is, in millimetres:black_mmandwhite_mmfor black and white in the Displacement map andrange_mmfor the span, plusmidlevelandscale_mfor Blender's Displacement node.
Other programs and renderers shows how to use these numbers.
How-to sheets and extras
Each program you picked, except Other software, gets a sheet such as USE_IN_BLENDER.md: which file goes in which slot, the colour spaces and its displacement numbers. Open it in any text editor.
The extras folder holds optional maps, such as the glow maps of velvet and other pile fabrics when Show the glow (optional glow maps) is on in Construction. The eight standard maps work everywhere without them.
Package it
With Package it (install scripts, previews, ZIP) on, the folder also gets:
- all eight standard maps;
material.yaml, a description of the set and each map;- two Blender scripts, to set up the material and to build a real-size test scene;
- a
previewsfolder: the tile repeated 2 × 2 (the join test) and 6 × 6 (the repeat test), and the maps; checks.json, Matelume's join check in numbers;- a ZIP of the whole folder, beside it.
Send to your 3D program
After the build, Send to Blender and Send to 3ds Max appear for the programs you picked. Pick On the selected objects, A sphere (30 cm), A cushion (45 x 45 cm) or A plane (one tile at its real size). The add-on picks it up while it's listening. See Use Matelume in Blender and Use Matelume in 3ds Max.
Wall art, marble and trial exports
- Wall art: Export the framed artwork writes a GLB and, with FBX as well on and Blender installed on your PC, an FBX, plus the artwork's maps, the frame's textures and a README. See Wall art.
- Marble: Export the maps writes the maps your programs use, a VeinMask and the .json. See Marble.
- On a trial, every map is capped at 2K and the Color map carries a faint "Matelume · trial" watermark. The .json notes that it's a trial export. See Trial and plans.