Object material mapping

Object Render Material Maps

Turn one object image into a color-coded material map and a black-and-white mask.

Recipev9

Material ID and Mask Extractor

Material Color Map

Material Color Map

Inputs

Object Image
Object Image

Outputs

Material Color Map
Material Color Map
B&W Mask
B&W Mask
@maggie · v9Markdown

How recipes work

A recipe turns a reusable workflow into a simple set of inputs and outputs. Start with a community recipe and make it your own in Fuser.

Botanical Campaign recipe on the Fuser canvas with its inputs and saved product photograph

1. Choose a recipe

Find a workflow for the result you want. Review what it does and how to use it before opening it in Fuser.

Creative brief, aspect ratio, and reference image controls in the Botanical Campaign recipe

2. Make it your own

Check the recipe’s available inputs. Add your own text or media where supported, or start with the saved defaults.

Botanical Campaign’s saved product photograph in Fuser’s recipe output viewer

3. Run and refine

Run the recipe in Fuser and review the result on your canvas. Adjust any available inputs when you want to try another direction.

Ways to use this recipe

Use the paired image outputs to inspect, plan, and organize material regions across supported visual workflows.

Game asset material planning

01

Start with an object render to create a color-coded material map that can help organize material regions during game asset preparation.

Texture and surface review

02

Use the Material Color Map as a visual reference when reviewing how different surfaces are separated across an object render.

Illustration workflow preparation

03

Generate a material map and black-and-white mask from an illustrated object render to support region-based planning and editing.

Product visualization checks

04

Convert a product render into paired material and mask images for reviewing surface groupings before presentation or further visual work.

Industrial object documentation

05

Create a clear color-coded overview of material areas from an industrial object image, alongside a monochrome mask for region reference.

Compositing and selection reference

06

Use the B&W Mask as a simple region reference when planning edits or separating areas within an object-focused image workflow.

Frequently asked questions

It takes one Object Image and produces two image outputs: a color-coded Material Color Map and a black-and-white B&W Mask. The recipe is intended to make material regions easier to inspect and reference from an object render.

It can help people working with game assets, illustrations, product visuals, and industrial objects who need material-region references from an object image. The outputs are image maps, so they are useful as visual planning or review assets rather than as a complete 3D object.

Prepare an image of the object you want to analyze and provide it as the Object Image. In Fuser, visitors can change this exposed image input when using the recipe; the saved page example uses its stored default image.

The recipe produces a Material Color Map and a B&W Mask, both as images. The first is color-coded for material regions, while the second is black and white for a simpler mask-style reference.

Yes, the exposed Object Image can be replaced in Fuser with another object render. The recipe still defines the same two output types: a Material Color Map and a B&W Mask.

No. The listed outputs are two image maps, not a 3D model, finished texture set, or material-assigned asset. Use the outputs as visual references within a broader game, illustration, product, or industrial workflow.

The page shows a saved example with its stored Object Image connected to the two outputs. A new run in Fuser uses the Object Image you provide instead, while keeping the same Material Color Map and B&W Mask output structure.

Create material maps from an object render

Bring an object image into Fuser and generate a color-coded material map alongside a black-and-white mask.

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