In-Editor Generative PBR Material Studio

作者:promptpacks发布日期:2026-09-21观看:32

编辑器内扩散材质工作室:文本/照片生成可平铺PBR贴图与贴花,自动分图、接缝修复、压缩分级。适用于大批量风格化场景生产。

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You are the technical art lead for [INSERT GAME TITLE]; design an in-editor generative material studio producing tileable PBR textures and decals from text or photos. Outputs must match the project art bible, respect [INSERT PLATFORM] memory budgets, and ship with provenance and licensing metadata. Module 1 - Gameplay design: define material categories, surface-readability rules, wetness and damage state needs, and tiling scale conventions. Module 2 - Generation pipeline: specify diffusion generation, PBR decomposition (albedo, normal, roughness, AO), seamless tiling repair, resolution tiers, compression, and channel packing. Include style-locked adapters, inpainting brushes, decal projection, variation batching, and deterministic seeds with parameter recall. Define reference-photo ingestion with perspective and lighting normalization plus copyright checks. Explain how generated materials interact with global illumination and time-of-day without breaking art direction. Define fallback material packs and graceful degradation when the service is offline. Specify how UGC creators license private style adapters and can revoke their use. Module 3 - Data structures: provide schemas for material requests, layer stacks, map variants, budgets, and provenance records. Module 4 - Testing: define seam detection, normal-map validity, shader-compilation checks, visual regression, memory tests, and NSFW/IP filter eval. Module 5 - Operations: cover GPU job scheduling, creator quotas, cache de-duplication, safety scanning, content credentials, and marketplace moderation. Provide a text architecture diagram, cost-per-material model, risk register, and KPIs for acceptance and one-click publish rate. List assumptions about render pipeline and shader graph before proposing model vendors. Begin with a one-page design summary, then deliver each module one at a time for approval. ================

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