Choose a material to follow every step in the 2.0 Studio.
Fabric
Give your pattern a surface.
Follow the fabric workflow · 10 app views
The first step of Matelume: a deco fan fabric photo is loaded and shown flat beside its 3D preview, with the colour catalogue and colour wheel as another way to start.Choosing the software the material is for: Blender, 3ds Max with V-Ray or Corona, Cinema 4D, Unreal Engine or other software.Choosing the material type: Fabric is selected, beside Wall art, Marble, Wood and the other types.Choosing the quality of the finished maps: 2K, 4K (usual), 6K or 8K, with 4K selected.Setting how the photo sits on the cushion: how many photos make one cushion, with the photo at its real scale.Making the photo repeat with no visible join: Best join, true size is selected and the 2 x 2 check shows the repeat.Clicking the parts of the design that stand up: the raised parts show in colour on the photo, and the choices By shape, By colour and Nothing.The cloth under the design: a live plain weave at true scale beside the weave choices and its density.Choosing the stitching of the raised parts: live stitches at true scale beside the satin, basket, chevron and wave stitch types.The Construction step with the finished maps (colour, normal, gloss) beside the 3D cushion and the list of constructions: velvet, chenille, silk, suede, cotton.
Marble
Shape the finish around the veins.
Follow the marble workflow · 8 app views
The Material type step with Marble chosen, the red marble table shown in the 3D view.The Scale step: the real width of the marble photo is set and the table follows.The Seamless step: best join of the slab, shown repeated 2 x 2 beside the table.The Soft bump step: the relief options beside a side-on view of the slab.The Roughness by selection step: the veins found in the photo and the roughness map.The How glossy step: five finishes from mirror polish to matte, with the gloss slider.The Imperfections step: fine scratches and small chips switched on, with the roughness before and after.The Export step after saving: the folder and the list of saved map files.
Wood
Make a veneer at its real size.
Follow the wood workflow · 26 app views
Matelume before anything is chosen: the empty start screen with a drop zone for a flat image and the 3D sphere waiting.The photo step with "Walnut veneer.png" added: the photo on the left and the walnut on the 3D sphere on the right.The Your software step: pick the program the maps are for, here Blender.The Material type step with Wood chosen; the 3D view shows a veneered wall.The Real size step: how wide the veneer really is, with quick size cards and the photo shown at true scale.Real size with "A wood slab, 90 cm wide" picked; the wall in the 3D view follows the new size.The Seamless step with Best join: the sheet kept slider and the 2 x 2 test where the joins follow the grain.Seamless set to No seamless, so the sheet is used once without any join.The Soft relief step with Pores + grain: a gentle relief seen in a raking light on the left.Soft relief changed to Open pores only; the close-up shows the pores and the wall stays unchanged.Roughness by selection: the pores and the grain lines can be duller or glossier; the colour and roughness pictures sit side by side.Roughness by selection set to Open-pore lacquer, shown with the roughness picture.How glossy with Oil, 8 gloss units: a natural, almost matt wood.How glossy with Satin lacquer, 30 gloss units, and the 3D wall showing a soft sheen.How glossy with High gloss, 85 gloss units: the wall in the 3D view reflects the room.The Imperfections step: None, Fine scratches, Small dents, Finish wear and Water marks and dust, each with a picture and a switch.Fine scratches switched on at 60 %: thin scratches in the finish appear in the close-up.Fine scratches and Water marks and dust both switched on, each with its own Strength and Scale.The Strength and Scale sliders under Water marks and dust, scrolled into view.The 3D view on its usual object, a veneered wall of walnut.The same walnut on a round table top with steel legs.The same walnut on a sphere in the 3D view.The same walnut on a flat swatch in the 3D view.The Export step: the summary of your choices, the quality 2K, 4K or 8K, the folder and the Export the maps button.After exporting: the saved folder and the list of files, Color, NormalGL, Roughness, Displacement, GrainMask and the .json.Send to Blender after the export: on the selected objects, a wall panel, a table top or a sphere.
Wall art
Turn an image into framed relief.
Follow the wall art workflow · 9 app views
Choosing the artwork in Matelume: how thick the paint stands off the canvas, shown from the side beside the painting on the wall.Choosing where the paint stands up: The figure is selected and the parts that stand up show in colour on the painting.Setting the real size of the artwork: 100 cm wide, with quick picks and the stretcher depth.Ageing the painting: uneven varnish, yellowed varnish and craquelure switched on, each with its own strength, with the maps before and after.Choosing what the raised paint is like: Palette knife selected among brushwork, bristle strokes, short dabs, dots and smooth poured paint, shown live at true scale.Choosing the quality of the artwork maps: 2K, 4K, 6K or 8K.Choosing the material type with Wall art selected, for a painting or print.Ageing the frame: worn edges and corners switched on with its strength, and the other frame and glass imperfections listed below.Choosing the frame: a flat frame with the shape, width and depth controls, and the sizes of the framed artwork.
Wall paint
Begin with a colour or a photo.
Follow the wall paint workflow · 46 app views
Matelume before anything is chosen: the empty start screen with a drop zone and the two ways to start from a colour.A photo of a painted wall added: the photo on the left, the light evened out, and the wall colour on the 3D sphere.The Photo step with both Even out the light and Flatten colours switched on, so the background becomes one flat colour.The Your software step: pick the program the maps are for, here Blender.The Material type step with Wall paint chosen from the six material types.The Real size step for a wall paint photo: set how wide the photo is on the wall, with four quick sizes.Real size with A close-up (10 cm of wall): the photo at true scale beside the 3D wall.Real size with A sample board (30 cm wide).Real size with A wall section (1 m wide).Real size with A whole wall (3 m wide): the photo covers the wall in the 3D view.The Seamless step: one tile of the photo that repeats over the wall, with how much of the photo is kept.The Base step: the shape of the wall under the paint as picture cards, with the live close-up.Base with Smooth: a perfectly level paint film with no texture.Base with Roller: the fine stipple a paint roller leaves.Base with Brush: brush strokes a few millimetres long.Base with Light plaster: a gentle wave in the plaster, with its Wave size and Height sliders.The Base sliders for the picked shape scrolled into view.The Effect step with None: the decorative paint looks as picture cards.The Velvet look on the wall paint: a soft, cloudy matt surface.The Metallic look: flecks of metallic paint on the wall.The Pearl sand look: a fine sandy paint with a soft sparkle.Pearl sand with its Strength and Scale sliders in view.The Micro-cement look: a thin cement skim with cloudy pores.The Polished plaster look: a smooth, burnished plaster with soft tone changes.The Travertine look: a banded stone-like surface with open pores.The Suede look: a soft brushed texture with cross strokes.The Limewash look: chalky lime brushed in crossing strokes.The Trowelled sand look: sandy plaster with trowel sweeps.Trowelled sand with its Strength, Scale and wall options in view.Pearl sand with Scale at 20 %: the marks become much finer.The Strength and Scale sliders with Scale at 20 %.The 3D view on its usual object, a wall, in the big 3D material view.The Finish step: how much the paint shines, from matte to gloss, with the live close-up.The Export step for a wall paint: the summary, the quality, the export folder and the maps the chosen program gets.After exporting a wall paint: the saved folder with Color, NormalGL, Roughness, Displacement and the .json.Send to Blender after the export: on the selected objects, a wall, a plane or a sphere.Starting a wall paint from a colour: the Colour catalogue with its groups and colour chips.Silver Sage picked in the Colour catalogue and shown on the 3D sphere.The Your software step with Unreal Engine chosen for the colour-start wall paint.The Base step of a colour start with Orange peel: its pip size, density and height shown live at true scale.The Pip size, Density and Height sliders of the Orange peel base.Orange peel with bigger pips, more density and more height: a heavier rolled wall.The Limewash look on the Silver Sage wall.Limewash with its Smooth wall or Plaster wall choice, Strength and Scale sliders.The Finish step of the Silver Sage wall paint.The Export step for Unreal Engine: the maps list with Color, NormalDX and Displacement.
Metal
Choose the metal, shine and surface.
Follow the metal workflow · 40 app views
Matelume before anything is chosen: the empty start screen with a drop zone for a flat image.An image of brushed steel added: the photo on the left, the light evened out, and the steel on the 3D sphere.The Your software step: pick the program the maps are for, here Blender.The Material type step with Metal chosen from the six material types.The Real size step for a metal photo: set how wide the photo is in real life, with quick sizes.The Seamless step: one tile of the photo that repeats, shown as a 2 x 2 test with the Photo kept slider.The Metal step: your photo first, then the pure metals as small shiny spheres.The Metal step scrolled to the Gold alloys group: yellow, rose and white golds as spheres.The Metal step scrolled to the Coated finishes group: titanium nitride, PVD coatings, black and gunmetal finishes.Gold picked on the Metal step; the 3D sphere turns to gold at once.The Shine step with the slider near matte: the close-up and the 3D sphere turn soft and dull.The Shine step with the slider near mirror: the sphere reflects like a mirror.The Shine step at 50 %, the default shine of a brushed metal.The Effect step with None: five effect cards (None, Brushed, Hammered, Bead-blasted, Linen) and the plain metal.The Brushed effect on the steel: fine lines along one direction, with its close-up.The Brushed effect with its Strength and Scale sliders in view.The Hammered effect: overlapping hammer blows in the close-up and on the sphere.The Hammered effect with its Strength and Scale sliders in view.The Bead-blasted effect: a fine, even matt grain.The Bead-blasted effect with its Strength slider in view.The Linen effect: a pressed, fabric-like pattern in the metal.The Linen effect with its Strength slider in view.Brushed at a higher Strength: the brushing lines become deeper and clearer.The Imperfections step with Scratches at 70 %: fine scratches in every direction on the close-up.The 3D view on its usual object, a sphere of brushed steel, in the big 3D material view.The same steel on a flat panel in the 3D view.The same steel on a wall panel in the 3D view.The Export step of a brushed metal: what you get includes Color, NormalGL, Roughness, Displacement, Metalness and the two brushing-direction maps.After exporting a brushed metal: the saved folder with the maps and the extras folder holding the two anisotropy maps.Send to Blender after the export: on the selected objects, a sphere or a plane.Starting a metal from a colour: the Colour catalogue with its Metals tab and the metal colour chips in groups.Copper picked in the Colour catalogue; the colour is shown on the sphere before it becomes metal.The Your software step with 3ds Max + V-Ray chosen for the colour-start metal.The Metal step of a colour start: Your colour first, then the metals as spheres with copper picked.Hammered copper: the Hammered effect on copper, with the close-up and the 3D sphere.The Hammered effect on copper with its Strength and Scale sliders in view.The Imperfections step with Scratches, Fingerprints and Small dents each switched on lightly.Fingerprints at 60 % with its Scale slider: oily marks that change the gloss only.Small dents at 60 % with its Scale slider: a few shallow dents from knocks.The Export step for 3ds Max + V-Ray: the maps list with NormalDX, Roughness, Displacement and Metalness.
Inside Matelume 2.0
More detail. More possibilities.
Released 30 October 2026.
Studio
A clearer Studio
A redesigned Studio brings your photo, material choices and surface controls into one workflow. The new header has 3D icons and a tooltip on every button.
A look at start with pictures: a sequence of app states.
Start with pictures
Picture choices on the Photo step make the starting options easier to recognise.
See the material on its usual object
The view starts on a sphere, and each material brings its usual object.
Screen recording: distance views.
Judge it at the right distance
Try Close-up at 30 cm, Furniture at 1.5 m or Room at 4 m. These views change the preview, not the maps.
See how long it took
The finished card shows the time with “Done in … s”.
Light or dark, your choice
Use light or dark mode. The Studio starts in dark mode.
Work in a smaller window
The header fits narrow windows and text stays readable.
A view that comes back
If the graphics driver resets, the 3D view pauses and recovers. Maps and exports are not affected.
Render in Blender
The in-app Cycles render has been removed. Send the material to Blender to render it; the live 3D view stays.
Metal
Metal joins the toolkit
Start from a metal photo or a colour, then choose Metal.
Choose a metal
Choose among 41 metals: 20 metals, seven gold alloys and 14 coated finishes. Or keep your own colour or photo.
A look at set the shine: a sequence of app states.
Set the shine
Use Shine to choose the finish of your metal.
Bring out the brushed grain
Choose Brushed for a directional metal surface.
A look at four ways to shape the surface: a sequence of app states.
Four ways to shape the surface
Brushed, Hammered, Bead-blasted and Linen each have Strength from 25–200% and Scale from 20–200%.
Give metal a used finish
Add Scratches, Fingerprints or Small dents.
Export for your program
Choose Blender, 3ds Max with V-Ray or Corona, Cinema 4D with Redshift, Unreal Engine, or Other software for the standard eight maps.
An 8K metal export runs on a 16 GB PC. One measured RTX 4090 export took 41 seconds; this is an example, not a timing promise.
Keep the brushed direction
Brushed metal exports anisotropy maps. Blender add-on 0.2.2 connects them.
Metal colours beyond Metal
The colour catalogue’s Metals tab has all 41 colours, usable for any material.
Wall paint
Paint from a colour or a photo
Begin with a colour or bring a photo into the Wall paint workflow.
More character for a wall
Explore Velvet, Metallic, Pearl sand, Micro-cement, Polished plaster, Travertine and Suede, reworked for 2.0. Limewash remains available.
Try Trowelled sand
A new Trowelled sand look joins the paint choices.
Tell the app what your photo covers
Choose A close-up, A sample board, A wall section or A whole wall, or type the width.
Shape the wall underneath
Choose a Base shape and adjust Size, Density and Height while the picture updates as you drag.
A look at work at a finer scale: a sequence of app states.
Work at a finer scale
Effect Scale reaches 20% for paint effects, or 25% for Polished plaster.
Begin each paint fresh
A new colour starts with fresh settings rather than carrying over the last paint.
Carry photo choices into the export
Even out the light and Flatten colours now affect the exported paint.
Less waiting for wall paint
On an RTX 3090, measured colour examples changed from 45 to 18 seconds, and photo examples from 48 to 27 seconds. Other materials take about the same time as before.
Fabric
A look at set the construction’s real size: a sequence of app states.
Set the construction’s real size
Construction Scale runs from 25–200%. Its texture size is shown in real millimetres, such as “corduroy wales 2.6 mm”, and goes into every map.
Make Washed velvet
A new Washed velvet construction gives you another fabric choice.
Make Washed suede
A new Washed suede construction joins the fabric choices.
Open up the ground weave
Ground density reaches three threads per centimetre, down from eight.
Keep the depth in dark fabric
Dark fabric photos keep their depth without a minimum brightness lift.
Surface detail
Size and strength, separately
Strength controls the imperfection’s amount. Scale changes its size on fabric, wall art and marble. Dust, Fuzzy threads, Lint in the hollows and Frame dust have no Scale.
Choose imperfections by picture
All 47 imperfection cards now have pictures.
Make faint detail easier to read
Faint imperfections have been retuned to read better.
Marble and Wood
Keep dark marble dark
Very dark marble no longer comes out lighter and flat. Light photos barely change.
Keep dark wood’s depth
Very dark wood photos retain their dark areas instead of coming out lighter and flat. Light photos barely change.
Wall art
Build thicker paint relief
Thickest paint / gel reaches 6 mm.
Add a smudge to the glass
Smudge on the glass is a new frame imperfection that reaches the exported glass.
Quality and Help
Know what the enlargement is doing
AI enlargement starts as soon as the photo arrives. The progress line names the work, such as “Enlarging to 4K · 42%”.
Report a problem from the app
Choose Help → Report a problem, write what happened and review exactly what will be sent before sending.
Review what will be sent before you send it.
Work through a session on 16 GB
Fabric, marble, wood and wall art can finish one after another in one session on a 16 GB PC. This does not mean 8K fabric fits; that needs more memory.
Use the updated connections
Matelume 2.0 ships Blender add-on 0.2.2 and 3ds Max package 0.1.2.