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Material Painter 0.1.3: now on Mac

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@github-actions github-actions released this 01 Nov 11:05
· 24 commits to master since this release

Smart materials painted in Material Painter

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Now on Mac

New in 0.1.3: a native macOS build (one universal app for Apple Silicon and Intel Macs). Material Painter now runs on Windows, Linux and macOS.

What Material Painter is

A fast, lightweight PBR texture painter: paint materials onto 3D models with layers, smart materials and masks, bake mesh maps, build materials in a node graph and write your own node shaders.

  • Material Paint: paint, fill and folder layers; brushes with pen pressure, symmetry and screen, surface or UV projection; dozens of smart materials and smart masks.
  • Mesh map baking: AO, curvature, cavity, thickness, normals and height from a high poly, ID maps, with cages and match-by-name. Bakes are cached, so reopening a mesh is instant.
  • Material Designer: a node graph of tileable textures that drives fill layers and masks.
  • Shader Maker: write custom nodes in WGSL with a live preview.
  • Export presets for Unreal, Unity, Godot, glTF, Roblox and Blender.
Material Paint Material Designer
Painting workspace Material Designer

Shader Maker

Download

Windows

  • MaterialPainter-0.1.3-setup.exe: installer with Start menu shortcut and uninstaller.
  • MaterialPainter-0.1.3-windows-x64.zip: portable; unpack anywhere and run MaterialPainter.exe.

The Windows builds are not code-signed yet, so SmartScreen may warn on first launch: choose More info → Run anyway.

macOS (11 Big Sur or newer, Apple Silicon or Intel)

  • MaterialPainter-0.1.3-macos-universal.dmg: open it and drag Material Painter into Applications. The app isn't notarized yet, so the first time, right-click it and choose Open, then Open again. After that it starts normally.

Linux (x64, glibc 2.35+: Ubuntu 22.04, Fedora 36, Debian 12 and later)

  • MaterialPainter-0.1.3-linux-x64.tar.gz: unpack, run ./material-painter, and optionally ./install.sh to add it to your app menu.

Needs a GPU with DirectX 12 (Windows), Vulkan (Linux) or Metal (macOS) support.

Early access: expect rough edges. Questions and bug reports are welcome on Discord or as GitHub issues.