- family
- 3d
- modality
- text -> image (flat-lit texture) -> PBR map set (base color, normal, height, roughness, metalness)
- whyMultiModel
- Generating a plausible texture and estimating physically accurate SVBRDF channels (base color, normal, height, roughness, metalness) from it are different learned tasks; CHORD is a dedicated decomposition/estimation model chained after a separate text-to-image generator rather than one model doing both.
- steps
- [object Object], [object Object], [object Object]
- controls
- text prompt for the base texture, optional lineart/height conditioning input, group bypass toggles to run texture-gen and CHORD stages independently or feed in a user-provided texture directly to CHORD
- exampleStack
- Z-Image-Turbo (text to tileable texture) -> Ubisoft CHORD (SVBRDF decomposition) -> ChordNormalToHeight (height map)
- useCases
[rapid PBR material authoring for game engines and DCC tools][converting AI-generated textures into production-ready material sets][iterating on material ideas without manual SVBRDF capture]
- pitfalls
- CHORD is released under a research-only license limiting production use; decomposition quality depends on the flatness/lighting of the generated source texture, poorly lit or shaded input textures produce inaccurate roughness/metalness estimates