Swiss material ecosystem
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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Swiss material ecosystem
For studios
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.
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.
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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.
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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.
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MTXT702Our 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.



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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.
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.
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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.
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.







Roughness 0.41
Scale 1:1
Displace 4.2 mm

Cycles
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.
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.
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.
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.