Full PBR, not just color
Generations come with real normal, roughness, metallic, and height maps — not a flat image — so they light and tile like a true material.
AI texture generator
Describe a surface in a sentence and Mixos generates a seamless, tiling PBR material with real base color, normal, roughness, metallic and height maps. It lands on the layer stack of a 3D texture painter, so you can paint over it, mask it onto your model and export it like any other material.

Generations come with real normal, roughness, metallic, and height maps — not a flat image — so they light and tile like a true material.
Textures generate seamless, so they cover large surfaces with no visible repeats or hard edges.
Drop a generation onto the layer stack and keep working — adjust channels, mask it in, and paint detail on top.
Generate weathering masks, alpha brush tips, and decals from prompts too — or one-click Auto-Texture a whole mesh.
Feature by feature
Sampler is Adobe's tool for making materials from photos and prompts. The two overlap on text-to-material and differ on what happens next.
| Feature | Mixos | Substance 3D Sampler |
|---|---|---|
| Runs in | A browser tab; nothing to install | Desktop app for Windows and macOS |
| Text to material | Prompt to a full tiling PBR set: base color, normal, roughness, metallic, height | Text to Texture, generated with Adobe Firefly |
| Photo or scan to material | Not the focus; import your own maps as a material instead | Its core strength: image-to-material and scan processing |
| After generating | The material is a layer in a texture painter: mask it, paint over it, weather it on your model | Export it to Substance 3D Painter or your renderer |
| Texturing a whole model | Auto projects a full PBR texture onto a mesh from one prompt | Material-focused; models are textured in Painter |
| Price | Pro $8.99/mo with 50 credits a month | Part of Adobe's paid Substance 3D plans |
Substance 3D Sampler described from Adobe's public documentation, October 2026. Every Mixos cell describes the shipping app.
Why Mixos
Plenty of tools generate a flat texture image. Mixos generates a full PBR material: from a single prompt you get real base color, normal, roughness, metallic, and height maps that light and tile like an authored surface. That's the difference between a picture of rust and a rusty material you can actually render.
Generations are first-class layers, not dead ends. Drop one onto the stack and it behaves like any other material — tune each channel, mask it onto specific parts, blend it with hand-painted detail, and add edge wear and grime over the top. You stay in control of the final look.
Beyond materials, the same prompt-to-asset approach produces seamless textures, grayscale weathering masks, alpha brush tips, and decals — plus full-mesh Auto-Texture. It all runs in the browser with nothing to install.
Each generation costs AI credits: a full PBR material is 3 credits at 1K, or 6 at native 2K; a seamless texture is 4; a weathering mask, brush tip or decal pack is 1. Credits come with the paid plans: Pro includes 50 a month at $8.99/mo, and what you generate stays private.
A generated material is the right tool for surfaces that tile — floors, walls, fabric, metal, terrain. To texture a whole model in one pass instead, Auto reads the mesh and projects a full PBR texture onto it from one prompt, for 6 credits a run.

Name the material, its condition and its scale: what it is, how worn it is, how large the pattern should be.
Look at base color, roughness, normal and height on the model one channel at a time. Generate again, or adjust a single channel, if one is off.
Drop the material on the layer stack, set its tiling, and mask it onto the parts it belongs on. Paint detail or add edge wear on top.
Export the map set and a .glb for Blender, Unreal, Unity or Godot. Full-resolution export is on a paid plan.
Old red brick wall with recessed grey mortar, chipped edges and dark soot stains near the bottom, realistic, seamless
Full PBR. Each material generation includes real base color, normal, roughness, metallic, and height maps, so it behaves like an authored material rather than a flat texture.
Yes — materials and textures generate as seamless, tiling sets so they cover large surfaces without visible repeats.
Absolutely. Generations land on the layer stack as editable materials — adjust any channel, mask them in, blend them, and paint over the top. Nothing is locked.
A full PBR material is 3 credits at 1K, or 6 at native 2K. A seamless texture is 4 credits, and a weathering mask, brush tip or decal pack is 1. Credits come with the paid plans; Pro is $8.99/mo with 50 credits a month.
Name the material, its condition and its scale — for example, old red brick wall with recessed grey mortar, chipped edges and soot stains. Surfaces that tile, like floors, walls, fabric, metal and ground, work best. An object with a specific layout, like a labelled crate, is better textured on the model with Auto.
A generated material is one tiling surface that you place, mask and paint over yourself. Auto textures a whole model in one pass: it reads the mesh and projects a look from your prompt across it, for 6 credits a run.
On the free plan, generated materials are shared to the community library, where other artists can paint with them. On Pro and Max they stay private.
Read next
The whole pass, from import to exported maps.
The maps a modern material is made of, and what each one does.
Why the same texture reads bigger on one model than another.
Drop the files in and see the material lit, in the browser.