Swiss material ecosystem

Real-world materials, captured in Switzerland.

Textures, PBR, photogrammetry, from a real surface to any resolution. The full live showcase · studios.matext.io · is built for the big screen.

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matext.io · Bienne, CH
SourceOrganicLogicTorchAtlasLibraryAtelierSpecs Contact Sign in
Swiss material ecosystem For studios

See the work,
up close.

MATEXT is a Swiss ecosystem for real-world materials. We capture real surfaces and deliver them at any resolution: photographic textures, full PBR map sets, photogrammetry, and AI models trained in-house and cleared for commercial studio use, all through one controlled pipeline built for large-scale production. Over 1,000 materials photographed to date.

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MATEXT material capture
The source · Physical first

It begins with real matter.

Before a single pixel, there is a real surface. Every material starts from a physical sample we source ourselves and photograph in the studio under controlled light. No generated textures, no shortcuts: real matter comes first.

Organic capture

Scroll on the image to zoom · drag to pan · ⛶ fullscreen

Organic is the foundation of everything we photograph. Every capture made here becomes the source: the images we derive into PBR maps, the data we train our AI on, and the master files we deliver as they are. We work only with the finest equipment in the world, from Phase One, Fujifilm, Rodenstock and Leica, so that the base capture is as good as it can possibly be. We control every stage of production, from the very wide to the microscopic, and deliver 16-bit photographs of well over 100 megapixels.

WASD · roll the ball · drag to look

Drag to rotate · scroll to zoom · ⛶ fullscreen

Logic is our department for materials made for 3D. We photograph every surface in a fully controlled environment, using cross-polarising filters to steer the light exactly where we want it and remove every unwanted reflection, so the true colour and detail come through clean. From that capture we build complete, seamless PBR map sets, delivered at resolutions up to 30 to 50K.

Seamless · no visible repeat WASD · walk · drag to look

Drag to rotate · scroll to zoom · ⛶ fullscreen

Source · real photograph
Torch source photoMTXT702

Our own photograph, trained in-house into the seamless material shown.

Torch is our artificial-intelligence department, where we train our own models in-house, which keeps every legal and licensing question cleared from the start. We turn our own photographs into seamless materials up to 8K, run our own upscaling model, and lead a dedicated research effort into things like generating original HDRIs from photography, and much more. It is, in the best sense, our sandbox.

Atlas source capture
CGI · full resolution
Atlas CGI render
Atlas CGI render
Atlas CGI render
Photogrammetry · Interactive

Atlas is our photogrammetry department. Here we reconstruct 3D objects of up to 20 million polygons, with textures reaching 32K. It is a different take on conventional photogrammetry: we push much further on specific, demanding objects, while still being able to industrialise the process at any scale, from the very large to the very small.

Atlas

Research & heritage

Some of these scans are MATEXT captures, made to our standards. The others come from outside sources, produced with different methods. The point is to show how varied materials and objects can sit together in one visual presentation.

Drag to rotate · scroll to zoom · measure two points

Reference stone Silicate mineral · 190 × 96 × 71 mm
In-house capture · our standards View in AR Open on a phone, tablet or headset
Atlas

Virtual reality

Reference stone & wooden hand · MATEXT Atlas · captured 1:1
Opens on Apple Vision ProvisionOS · Quick Look iPhone · iPadiOS · AR Quick Look AndroidARCore · Scene Viewer Meta Quest · Pico · ViveWebXR
Light
Ambience
Source
View
Specimen
Esc to close
Drag to orbit · scroll to zoom
Material archive

Thousands of materials, years of capture.

Our archive comes from years of capturing surfaces in-house, so we always know exactly what a material needs. It can be downloaded through the Hub when that helps, but handing over the catalogue is not the point. What we do best is bespoke work: capturing and building precisely what a production requires, for clients who need more than a library.

Available for all platforms Blender plugin available
What we deliver

The set we hand over depends on the software it has to open in.

A retoucher, a CGI artist and an architect open the same capture in three different places and want three different things out of it. We prepare each set from the same shoot. Pick a trade to see what that looks like.

POST-PRODUCTION IMAGElogic-02.tif · 16 bit · Adobe RGB
Plate as capturedPlate graded
Layers
Curves100
Dust100
Colour ref62
Platelock
Histogram
ZOOM 100%18204 × 12136 pxICC embedded

Photo retouching

  • FormatTIFF · PSD
  • Depth16-bit
  • ColoursRGB · Adobe RGB · CMYK
  • Sizeup to gigapixel
LAYOUTcatalogue · 240 × 320 mm · 4/0
Aa
Placed plate
MATEXT · 042
Swatches
Separation
C34
M41
Y52
K18
300 DPICMYK · FOGRA51Bleed 3 mm

Graphic design

  • FormatTIFF · PSD · PDF/X
  • ColourICC profiled, CMYK on request
  • Resolution300 dpi at final size
  • Useprint · packaging · editorial
SHADER GRAPHlogic-02 · PBR metal/rough · 8K
BaseBase colour
NormalNormal
RoughRoughness
HeightHeight
PBR shader

Roughness 0.41

Scale 1:1

Displace 4.2 mm

PreviewShaded preview

Cycles

Texture set
Base8K
Normal8K
Rough8K
Metal8K
Height16 bit
AO8K
Tangent
OpenGLY+
UDIM 1001Colour space ACEScgUnits metric

CGI & product

  • MapsBase · Normal · Rough · Metal · Height · AO
  • Sizeup to 8K, 24K on request
  • Scalemeasured, 1:1
  • ShipsBlender · C4D · Houdini · Max
MODELlevel 00 · finishes · axonometric
Plan
↓ EXTRUDE
Applied to
Floor24.6 m²
Wall A11.2 m²
Plinth18.4 m
Level 00Floor and wall A in logic-02
ceiling height 2.85 m
1 : 50
Schedule
Floor24.6 m²
Plinth18.4 m
Wall A11.2 m²
Soffit24.6 m²
Tile
Repeat1.20 m
Units metricSeamless X · YSheet A1

Architecture

  • Tilingseamless in both axes
  • Scalereal-world, in metres
  • Setsfamilies under one direction
  • Deliverymaster plus derivatives
MATEXT atelier
The Atelier · Switzerland

Where every material begins.

Our studio is based in Bienne, Switzerland: a 200 m² space dedicated entirely to capture. Every surface and object is photographed, scanned and processed here, and all production is handled in-house, from capture to delivery.

Delivery specs

What we deliver.

Everything below drops straight into your pipeline: colour-managed, correctly scaled to real-world size, and production-ready. Need a format, resolution or channel that isn't listed? Ask.

100 MPcapture
32Ktextures
20 Mpolygons
8Kmaterial masters
1:1measured scale

01 Organic · photographic textures

Real-world capture, delivered as source
CaptureShot on Phase One, Fujifilm, Rodenstock and Leica systems, from the very wide to microscopic scale factors up to ×50.
ResolutionUp to gigapixel, masters well over 100 MP
Bit depth8 / 16-bit
ColoursRGB, linear or CMYK (PSO) on request
DeliveryMaster file plus optimised derivatives

02 Logic · PBR materials

Full material sets for 3D
MapsBase colourNormalRoughnessMetalHeightAODisplacement
WorkflowAs little procedural as possible, to keep real-world imperfections and maximum realism
CaptureCross-polarised, reflection-free, in a controlled environment
TilingSeamless and tileable
ResolutionUp to 8K standard, up to 24K on request

03 Torch · AI materials

Our own models, trained in-house
ModelTorch One, our proprietary generative model, trained in-house from scratch
OutputSeamless PBR materials, up to 8K
In developmentIn-house upscaling model, original HDRIs from photography (research)
Training dataOur own photographs only, no third-party data

04 Atlas · photogrammetry

3D objects, reconstructed
GeometryUp to 20 million polygons, decimated LODs on request
TexturesUp to 32K, full PBR set plus displacement
FormatsglTFGLBOBJFBXUSD
ScaleFrom the very large to the very small, industrialised for volume

05 Production capacity

Built for large-scale and real-time
VolumeFrom single hero assets to full libraries: thousands of materials and objects per project.
Real-time readyOptimised for Unreal and Unity: LODs, channel-packed maps (ORM), controlled texel density, streaming-friendly budgets.
ThroughputIndustrialised pipeline with parallel capture and processing, so large orders ship on deadline without drift in quality.
ConsistencyShared naming, real-world scale and colour management across an entire set, coherent across teams and tools.
Bespoke at scaleComplete environments, tiling and trim-sheet families, and material variants built to a single art direction.
Compatible withBlenderCinema 4DHoudiniMayaUnreal EngineUnity

06 Licensing

Cleared for production
Commercial useEverything we deliver, textures, photogrammetry and our in-house AI, is licensed for commercial production.
AI, clearedTorch models are trained only on our own captures, with no third-party data, so every AI-assisted asset is cleared for commercial studio use from the start.
ConfidentialityMost of what we make stays private. We are happy to work under NDA.

We work with anyone who cares about flawless quality.

We're always keen to take on new work, and every project is different. Most of what we make stays off the internet, for confidentiality, so the best way to see what we can really do is to talk. Whatever the scope or the budget, we'll find a way that works. We'd love to hear what you're building.

Direct contact info@matext.io Bienne · Switzerland
Clients

We show nothing, and we name no one.

We make material. Our materials live inside the work of our clients, for brands we do not talk about.

The discretion we give them is the discretion we will give you.