Make 3D materials that stay editable.
Material Creator is a Windows and macOS program for making the surfaces of 3D objects: stone, wood, metal, fabric, leaves, hair. You build each material from connected building blocks instead of painting it, so you can change anything later, tile it without seams, and export the texture maps your game engine or renderer needs.
- WindowsAvailable now
- macOSAvailable now
- LinuxComing soon
Your material is always a live node graph. Change a parameter three steps back and the whole result updates.
From 110 noises and 51 filters to Smart Nodes, splines, foliage and haircards, with more than 2,000 parameters.
Albedo, roughness, normal, metallic, height, AO, emissive, subsurface, thickness and opacity.
English, German, French, Spanish, Portuguese, Italian, Russian, Japanese, Korean and Chinese, with full CJK rendering.
What it is
A node graph for materials, from first noise to final render.
Material Creator is a desktop application for procedural material authoring. A material is a graph of nodes: generators such as noises and patterns, filters, blends and ready made Smart Nodes for walls, bark, rock or rope. The graph is evaluated on your GPU and shown live as a flat preview and on a 3D mesh, and because nothing is ever flattened, every decision stays open. From one graph you export up to ten PBR channels, albedo, normal, roughness, height and more including subsurface, as PNG, TGA or TIFF with presets for Unreal, Unity, Godot, glTF and OpenPBR. You can start from a photo, bring existing .sbs graphs in as editable nodes, generate foliage and hair cards instead of buying atlases, and present the result with studio lighting as a still or a turntable video. A built in reference explains every node and property in ten languages, and a built in MCP server lets your own AI client work on the same live graph. It is a native application for Windows and macOS written in Rust, without Electron and without a game engine runtime.
Why Material Creator
What it does better.
Procedural material tools are powerful, crowded and usually rented. Material Creator keeps the power, clears the interface, covers the parts others leave out, and lets you own it.
Always an editable graph
Nothing is baked until you export. Groups with published parameters, custom nodes, seed variations and 100 steps of undo make changing your mind cheap.
One photo in, a material out
Derive six channels from a single image, remove baked in lighting, make it seamless, and keep the result as a node you blend with procedural detail.
Plants, hair and light that passes through
Parametric leaves, palms, grass and moss, a complete haircard pipeline with a 16 card atlas, and subsurface and thickness as real channels, live in the viewport.
Your .sbs graphs come with you
Import source graphs as real, editable nodes with an honest fidelity report and markers in the canvas that show exactly what is not one to one.
Your own AI client on the live graph
A built in MCP server with 65 tools lets a compatible client build, edit, look at and render the graph you have open. No model ships with the app and your keys stay in your client.
Show it, do not just export it
Studio lights, ten HDRIs, depth of field, denoised stills and turntable videos as mp4, straight from the app.
Ownership
Own it forever. Renting is optional.
Material Creator uses the same licensing model as every BiteTheBytes desktop product. Buy a perpetual license once and keep it forever: it includes 12 months of updates, and after that your version keeps working for life, with an optional maintenance extension whenever you want another year of updates. Prefer flexibility? Yearly subscriptions are there too. Individual and Company editions cover solo artists and teams.