Manual

Text-based guide to ArmorLab.

Welcome

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.


Download

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.

Get ArmorLab

Requirements

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.

Updating

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.






Get Started

Windows

Unpack downloaded archive and run ArmorLab.exe. In some cases, Windows may prompt you with the unrecognized app dialog - press More Info - Run Anyway.

Linux

Unpack downloaded archive and run ArmorLab. In some cases, you may need to open terminal in the extracted folder and run ./ArmorLab.

macOS

Unpack downloaded archive and run ArmorLab.app.

iOS

Coming soon.

Android

Coming soon.

Controls






Workflow

Import Textures

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... - Plugins to enable support for additional image formats.

You can get starter content in the ArmorPaint Cloud.

Import Meshes

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:

See Menu bar - Preferences... - Plugins to enable support for additional mesh formats.

You can get sample assets for testing in the ArmorPaint cloud.

Export Textures

Click on the Menu bar - File - Export Textures... button.

Configure custom channel swizzling for exported textures in Presets tab:

Save / Load Project

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.

Browser

Click on the Status bar - Browser tab to activate the built-in asset browser.






Nodes

Texture processing in ArmorLab is done via composing node graphs in node editor.

Node preview is displayed instantly in the viewport as the nodes are assembled.

Photo to PBR Node

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

Image Texture Node

Reference to a texture file from disk.

Text to Photo Node

Generate a photo described via text prompt.

Tiling Node

Outputs a tileable texture with removed seams from color input.

Inpaint Node

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

Upscale Node

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

Variance Node

Generates a new image variant guided with text prompt.

Output Node

Final node which is used when exporting textures to disk.

Check out the gallery to see nodes in action.






Viewport

Set viewport parameters in Menu bar - Viewport.

Drag and drop a .hdr file onto the viewport to change the environment map.

Hold Shift + middle mouse button to rotate light.

Hold Ctrl + middle mouse button to rotate environment map.

To simulate pixel-art like texturing, disable Filter Textures option and set Super Sample in preferences to 0.25x.

Viewport Mode

Set viewport render mode in Menu bar - Mode.

Path Traced Viewport wip

Camera

Set camera parameters in Menu bar - Camera:






Workspaces

Select workspace tab from the header bar:






Preferences

Click Menu bar - Edit - Preferences... to show the preferences window.

Interface

Theme

Usage

Pen

ArmorLab uses Windows Ink API on Windows. Windows Ink is available on Windows 8 or newer.

When using a Wacom tablet on Windows, ensure Use Windows Ink option is enabled in Wacom Tablet Properties.

When using a Wacom tablet on Windows, you can rotate the viewport by assigning Alt + Left click modifier onto pen button in Wacom Tablet Properties.

Pen pressure is expected to work on Windows, Linux, macOS, Android and iOS.

Viewport

On faster GPUs:

On slower GPUs:

Additional options:

Keymap

Select an existing preset or define custom keyboard shortcuts.






Plugins

Press Plugins tab - Manager to open the plugin manager.

Plugin Development

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.