Version 0.1

ArmorLab is a stand-alone software designed for AI-powered texture authoring. Generate PBR textures using text prompts or by drag & dropping your photos.
The preview version has many rough edges and the experience may be frustrating.
Windows build is available. Linux (cpu only) and macOS (apple silicon only) builds also provided. On desktop, ArmorLab is a portable application with no installation - just unpack and run.
ArmorLab runs on the GPU by default and the processing time depends on a graphics card performance. GTX 1060/6GB or better is recommended. Optionally, GPU inference can be disabled at the expense of processing time. With GPU inference disabled, ArmorLab benefits from multi-threaded CPU performance.
See Preferences to tune performance.
Latest builds can be downloaded through your Gumroad Library. Alternatively, use the original email sent by Gumroad to access the download page.
In ArmorLab, press
Help - Check for Updates...to check if newer build is available.
Unpack downloaded archive and run ArmorLab.exe. In some cases, Windows may prompt you with the unrecognized app dialog - press More Info - Run Anyway.
Unpack downloaded archive and run ArmorLab. In some cases, you may need to open terminal in the extracted folder and run ./ArmorLab.
Unpack downloaded archive and run ArmorLab.app.
Coming soon.
Coming soon.
Left mouse button / Pen to paint a mask.Alt + left mouse button to rotate the camera.Alt + middle mouse button to pan the camera.Alt + right mouse button / mouse wheel to zoom in and out.Menu bar - Edit - Preferences... - Keymap.
Drag and drop .jpg, .png, .tga, .bmp, .gif, .psd, .hdr, .svg or .tif images into the node editor. This will import the image and place a new Image node onto the canvas.
See
Menu bar - Preferences... - Pluginsto enable support for additional image formats.You can get starter content in the ArmorPaint Cloud.
Drag and drop unwrapped .obj file into the viewport. This will replace the currently painted mesh. .fbx, .blend, .stl, .gltf and .glb files are supported, but the importer is not 100% reliable yet.
Modifying imported mesh data:
Meshes tab - Calculate Normals.Meshes tab - Rotate X / Rotate Y / Rotate Z.Meshes tab - Geometry to Origin.Meshes tab - Apply Displacement.uv_unwrap plugin.See
Menu bar - Preferences... - Pluginsto enable support for additional mesh formats.You can get sample assets for testing in the ArmorPaint cloud.
Click on the Menu bar - File - Export Textures... button.
Resolution: Set resolution for exported textures.Color: Set 8bit, 16bit or 32bit color depth.Format: .png or .jpg (for 8bit color), .exr (for 16bit / 32bit color).Preset: Select a pre-configured preset or build a custom one.Generic preset exports individual PBR textures.Unreal preset exports packed occlusion-roughness-metallic texture.Unity preset exports packed metallic-occlusion-smoothness texture.Minecraft preset exports packed metallic-emission-roughness texture.Destination: Export textures to disk or pack into the project file at Textures tab.Configure custom channel swizzling for exported textures in Presets tab:
New.Import to import preset from .json file.Add to create new texture slot.RGBA channels for each texture slot.Delete to delete texture slot..json file for each preset is located in the ArmorLab/data/presets folder.Click on the Menu bar - File - Save button (Ctrl + S) to save the currently opened project. Mesh, nodes and textures will be saved into .arm project file.
To open the project file, drag and drop .arm file onto the viewport. .arm files can also be set to open directly with ArmorLab executable from the OS file explorer.
.jpg and other asset types can also be associated if you wish to use ArmorLab as a texture viewer.
Click on the Status bar - Browser tab to activate the built-in asset browser.
Cloud button to access the ArmorPaint cloud.+ button to save the current path into bookmarks panel.
Texture processing in ArmorLab is done via composing node graphs in node editor.
space to search for nodes.Textures tab or file explorer into the node editor to create Image nodes.Node preview is displayed instantly in the viewport as the nodes are assembled.

Extract base color, occlusion, roughness, normal map and height from color input. A photo image is expected as a color input.

Reference to a texture file from disk.

Generate a photo described via text prompt.

Outputs a tileable texture with removed seams from color input.

Allows to paint a mask in the viewport. Outputs a texture where mask area is filled with new content.

Upscales color input to the current project resolution selected in the node editor header.

Generates a new image variant guided with text prompt.

Final node which is used when exporting textures to disk.
Check out the gallery to see nodes in action.
Set viewport parameters in Menu bar - Viewport.
Distract Free (F11) mode.Toggle Fullscreen (alt+enter) mode.Environment and Light intensity.Light Size.Cull Backfaces to skip drawing backward facing polygons.Filter Textures to apply linear filter when sampling textures references by material.Compass in the viewport.Envmap to draw environment map in the viewport.Blur Envmap to use blurred version of the environment map.Drag and drop a
.hdrfile onto the viewport to change the environment map.Hold
Shift+middle mouse buttonto rotate light.Hold
Ctrl+middle mouse buttonto rotate environment map.To simulate pixel-art like texturing, disable
Filter Texturesoption and setSuper Samplein preferences to0.25x.
Set viewport render mode in Menu bar - Mode.
Lit to draw viewport with applied lighting using the rasterizer.Path Traced to draw viewport with interactive path-tracer. (ArmorLabDXR and ArmorLabVKRT builds)Set camera parameters in Menu bar - Camera:
Orbit, Zoom In and Zoom Out camera.Reset camera.FoV (field of view).Perspective or Orthographic camera type.Orbit - Rotate camera around the mesh.Rotate - Rotate mesh around the origin.Fly - Hold right mouse button and move camera freely using the WASD and QE keys.Select workspace tab from the header bar:
3D: Set for 3D view.2D: Set for top-down view of the plane object.Click Menu bar - Edit - Preferences... to show the preferences window.
Language: Set localization. See currently available translations.UI Scale: Scale up the user interface when running on high-resolution display. By default, 2X scale is applied during the first startup for high-resolution displays.Camera Speed: Intensity of camera movements.Direction to Zoom: Mouse / pen direction to perform camera zoom.Wrap Mouse: Wrap mouse around view boundaries during camera control.Show Asset Names: Draw labels below each texture icon.Restore - Confirm button to revert back to default settings.Restore - Import... button to import settings from older ArmorLab version.Reset Layout button to revert all layout changes.default (dark) or light theme.New button to create custom theme.Import button to import theme from file.Export button to export theme into file.Viewport Color to draw when environment map is hidden.Straight or Curved link style for node connections.Undo Steps: Set the number of undo steps to keep. Using less undo steps may improve performance when running on GPU with constrained memory.Default Workspace: start-up workspace.Default Layer Resolution: for new layers.Cloud Server: address of the S3 server used by Browser tab - Cloud.GPU Inference: Use GPU to accelerate node graph processing.Brush Radius: When painting with a pen, pressure affects the radius of brush.Sensitivity: Manual pen pressure sensitivity control.ArmorLab uses
Windows InkAPI on Windows.Windows Inkis available on Windows 8 or newer.When using a Wacom tablet on Windows, ensure
Use Windows Inkoption is enabled in Wacom Tablet Properties.When using a Wacom tablet on Windows, you can rotate the viewport by assigning
Alt+Left clickmodifier onto pen button in Wacom Tablet Properties.Pen pressure is expected to work on Windows, Linux, macOS, Android and iOS.
On faster GPUs:
Super Sample to 2X/4X for improved anti-aliasing.Voxel AO for cone-traced ambient occlusion and shadows (non DXR / VKRT builds).On slower GPUs:
SSAO (screen-space ambient occlusion) for improved performance.Additional options:
Path Tracer mode: Core for performance, Full for features. (DXR / VKRT builds)Clip Start and Clip End.SSR for screen-space reflections.Bloom.Vignette intensity.Displacement Strength applied by height channel in the viewport.Select an existing preset or define custom keyboard shortcuts.
left, middle, right handles to reference mouse buttons / pen.+ character to reference multiple keys: ie. ctrl+1.Import button to import keymap from file.Export button to export keymap into file.Press Plugins tab - Manager to open the plugin manager.
Import to install a new plugin from .js, .wasm or .zip file.New to create a new hello-world plugin.Export plugin file for distribution.Edit plugin in a text editor.Delete plugin.Plugins tab.Plugins are written in JavaScript or WebAssembly (compiled from C, Rust, ..). For a minimal example, see the bundled hello_world.js file located in the ArmorLab/data/plugins folder.
A plugin development guide will be provided soon.